+#ifndef SHADER_scene_position_H
+#define SHADER_scene_position_H
+static void shader_scene_position_link(void);
+static void shader_scene_position_register(void);
+static struct vg_shader _shader_scene_position = {
+ .name = "scene_position",
+ .link = shader_scene_position_link,
+ .vs =
+{
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec4 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in ivec4 a_lights;\n"
+"\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\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"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 7 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"flat out ivec4 aLights;\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+"\n"
+" aUv = a_uv;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
+" aCo = a_co;\n"
+" aWorldCo = world_pos0;\n"
+" aLights = a_lights;\n"
+"}\n"
+""},
+ .fs =
+{
+.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform vec3 uCamera;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"flat in ivec4 aLights;\n"
+"\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
+"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec4 g_light_colours[3];\n"
+" vec4 g_light_directions[3];\n"
+" vec4 g_ambient_colour;\n"
+"\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+" float g_water_fog;\n"
+" int g_light_count;\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
+"\n"
+" vec4 g_point_light_positions[32];\n"
+" vec4 g_point_light_colours[32];\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\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 apply_fog( vec3 vfrag, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0008,1.2);\n"
+" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"\n"
+"// New lighting model\n"
+"\n"
+"vec3 newlight_compute_ambient()\n"
+"{\n"
+" return g_ambient_colour.rgb;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow()\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_light_colours[0].w;\n"
+" vec3 vdir = g_light_directions[0].xyz;\n"
+" float flength = g_light_directions[0].w;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
+" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
+" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
+" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
+" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" 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 )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - max( player_shadow*0.8, famt );\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
+"{\n"
+" vec3 vtotal = g_ambient_colour.rgb;\n"
+"\n"
+" for( int i=0; i<g_light_count; i++ )\n"
+" {\n"
+" vec3 vcolour = g_light_colours[i].rgb;\n"
+" vec3 vdir = g_light_directions[i].xyz;\n"
+"\n"
+" float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+" vtotal += vcolour*flight;\n"
+" }\n"
+"\n"
+" return vtotal;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+" vec3 vcolour = g_light_colours[0].rgb;\n"
+" vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+" vec3 specdir = reflect( -vdir, wnormal );\n"
+" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+" return vcolour*spec*fintensity;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
+" vec3 light_pos, vec3 light_colour )\n"
+"{\n"
+" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+" float quadratic = dot(light_delta,light_delta);\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
+"\n"
+" return light_colour*attenuation;\n"
+"}\n"
+"\n"
+"#line 4 0 \n"
+"\n"
+"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
+"{\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - aWorldCo;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" vec3 total_light = newlight_compute_ambient();\n"
+" \n"
+" // Compute world lighting contribution and apply it according to the\n"
+" // shadow map\n"
+" //\n"
+" vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
+" world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow();\n"
+"\n"
+" total_light += world_light * world_shadow;\n"
+"\n"
+" // Compute the other lights that exist in the map, not effected by the sun\n"
+" // shadow\n"
+" total_light += newlight_compute_quadratic\n"
+" ( \n"
+" wnormal, halfview,\n"
+" g_point_light_positions[ aLights.x ].xyz,\n"
+" g_point_light_colours[ aLights.x ].rgb \n"
+" );\n"
+" total_light += newlight_compute_quadratic\n"
+" ( \n"
+" wnormal, halfview,\n"
+" g_point_light_positions[ aLights.y ].xyz,\n"
+" g_point_light_colours[ aLights.y ].rgb \n"
+" );\n"
+" total_light += newlight_compute_quadratic\n"
+" ( \n"
+" wnormal, halfview,\n"
+" g_point_light_positions[ aLights.z ].xyz,\n"
+" g_point_light_colours[ aLights.z ].rgb \n"
+" );\n"
+"\n"
+" return apply_fog( diffuse * total_light, fdist );\n"
+"}\n"
+"\n"
+"#line 14 0 \n"
+"\n"
+"void main()\n"
+"{\n"
+" float height_full = aWorldCo.y;\n"
+" float height_water = height_full;\n"
+"\n"
+" if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )\n"
+" height_water = -99999.9;\n"
+"\n"
+" FragColor = vec4( height_full, height_water, 0.0, 0.0 );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_position_uMdl;
+static GLuint _uniform_scene_position_uPv;
+static GLuint _uniform_scene_position_uPvmPrev;
+static GLuint _uniform_scene_position_uCamera;
+static GLuint _uniform_scene_position_uBoard0;
+static GLuint _uniform_scene_position_uBoard1;
+static GLuint _uniform_scene_position_g_world_depth;
+static void shader_scene_position_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_scene_position_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_position_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_position_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_position_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_position_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_position_uCamera(v3f v){
+ glUniform3fv(_uniform_scene_position_uCamera,1,v);
+}
+static void shader_scene_position_uBoard0(v3f v){
+ glUniform3fv(_uniform_scene_position_uBoard0,1,v);
+}
+static void shader_scene_position_uBoard1(v3f v){
+ glUniform3fv(_uniform_scene_position_uBoard1,1,v);
+}
+static void shader_scene_position_g_world_depth(int i){
+ glUniform1i(_uniform_scene_position_g_world_depth,i);
+}
+static void shader_scene_position_register(void){
+ vg_shader_register( &_shader_scene_position );
+}
+static void shader_scene_position_use(void){ glUseProgram(_shader_scene_position.id); }
+static void shader_scene_position_link(void){
+ _uniform_scene_position_uMdl = glGetUniformLocation( _shader_scene_position.id, "uMdl" );
+ _uniform_scene_position_uPv = glGetUniformLocation( _shader_scene_position.id, "uPv" );
+ _uniform_scene_position_uPvmPrev = glGetUniformLocation( _shader_scene_position.id, "uPvmPrev" );
+ _uniform_scene_position_uCamera = glGetUniformLocation( _shader_scene_position.id, "uCamera" );
+ _uniform_scene_position_uBoard0 = glGetUniformLocation( _shader_scene_position.id, "uBoard0" );
+ _uniform_scene_position_uBoard1 = glGetUniformLocation( _shader_scene_position.id, "uBoard1" );
+ _uniform_scene_position_g_world_depth = glGetUniformLocation( _shader_scene_position.id, "g_world_depth" );
+}
+#endif /* SHADER_scene_position_H */