X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=710d5c1fe0546f6fe5cf503b51b4945b8f134ec8;hpb=403726131f9b460c3264e4f64c46f8aaa82978fe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 710d5c1..ff5e6ce 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -17,7 +17,7 @@ static struct vg_shader _shader_water = { "\n" "#line 2 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -26,6 +26,8 @@ static struct vg_shader _shader_water = { "\n" "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" "{\n" +" // This magically solves some artifacting errors!\n" +" //\n" " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" "\n" " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" @@ -71,6 +73,8 @@ static struct vg_shader _shader_water = { "uniform float uTime;\n" "uniform vec3 uCamera;\n" "uniform float uSurfaceY;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "uniform vec3 uShoreColour;\n" "uniform vec3 uOceanColour;\n" @@ -158,6 +162,16 @@ static struct vg_shader _shader_water = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"// FIXME\n" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" " if( g_shadow_samples == 0 )\n" @@ -178,6 +192,13 @@ static struct vg_shader _shader_water = { " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +"\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n" +" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.6, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -187,9 +208,9 @@ static struct vg_shader _shader_water = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 20 0 \n" +"#line 22 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -207,7 +228,7 @@ static struct vg_shader _shader_water = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 21 0 \n" +"#line 23 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" @@ -280,6 +301,8 @@ static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; static GLuint _uniform_water_uCamera; static GLuint _uniform_water_uSurfaceY; +static GLuint _uniform_water_uBoard0; +static GLuint _uniform_water_uBoard1; static GLuint _uniform_water_uShoreColour; static GLuint _uniform_water_uOceanColour; static GLuint _uniform_water_g_world_depth; @@ -313,6 +336,12 @@ static void shader_water_uCamera(v3f v){ static void shader_water_uSurfaceY(float f){ glUniform1f(_uniform_water_uSurfaceY,f); } +static void shader_water_uBoard0(v3f v){ + glUniform3fv(_uniform_water_uBoard0,1,v); +} +static void shader_water_uBoard1(v3f v){ + glUniform3fv(_uniform_water_uBoard1,1,v); +} static void shader_water_uShoreColour(v3f v){ glUniform3fv(_uniform_water_uShoreColour,1,v); } @@ -337,6 +366,8 @@ static void shader_water_link(void){ _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" ); _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" ); _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" ); + _uniform_water_uBoard0 = glGetUniformLocation( _shader_water.id, "uBoard0" ); + _uniform_water_uBoard1 = glGetUniformLocation( _shader_water.id, "uBoard1" ); _uniform_water_uShoreColour = glGetUniformLocation( _shader_water.id, "uShoreColour" ); _uniform_water_uOceanColour = glGetUniformLocation( _shader_water.id, "uOceanColour" ); _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );