if mat.SR_data.shader == 'standard': m.shader = 0
if mat.SR_data.shader == 'standard_cutout': m.shader = 1
+ if mat.SR_data.shader == 'foliage': m.shader = 10
if mat.SR_data.shader == 'terrain_blend':#{
m.shader = 2
#}
if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \
- 'vertex_blend', 'fxglow', 'cubemap' ]: #{
+ 'vertex_blend', 'fxglow', 'cubemap', \
+ 'foliage' ]: #{
if 'tex_diffuse' in inf:
m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
#}
('boundary','Boundary',''),
('fxglow','FX Glow',''),
('cubemap','Cubemap',''),
- ('walking','Walking','')
+ ('walking','Walking',''),
+ ('foliage','Foliage','')
])
surface_prop: bpy.props.EnumProperty(
if( vg_long_opt( "clang-aadb-edit" ) )
build_aadb_edit( k_compiler_clang );
+ if( vg_long_opt( "clang-demo" ) )
+ build_game( k_compiler_clang );
+
if( vg_long_opt( "clean" ) )
vg_build_clean();
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
+ _S( "scene_foliage", "scene_foliage.vs", "scene_foliage.fs" );
_S( "scene_override", "scene_override.vs", "scene_override.fs" );
_S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
k_shader_boundary = 6,
k_shader_fxglow = 7,
k_shader_cubemap = 8,
+ k_shader_walking = 9,
+ k_shader_foliage = 10,
k_shader_override = 30000
};
g_sunset_phase );
vec3 sky_reflection = 0.5 * fresnel * reflect_colour;
- vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25)
- * g_sun_colour.rgb * g_day_phase;
+ vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN,
+ dot(normal,g_sun_dir.xyz)*0.75+0.25
+ ) * g_sun_colour.rgb * g_day_phase;
float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );
vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb,
--- /dev/null
+// :D
+const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;
"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 11 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 11 0 \n"
-"#line 1 2 \n"
+"#line 12 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
-"#line 1 3 \n"
+"#line 13 0 \n"
+"#line 1 4 \n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
" }\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 14 0 \n"
"\n"
"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
"{\n"
in vec3 aCo;
in vec3 aWorldCo;
+#include "light_clearskies_stddef.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
#include "depth_compare.glsl"
"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 11 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 11 0 \n"
-"#line 1 2 \n"
+"#line 12 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
-"#line 1 3 \n"
+"#line 13 0 \n"
+"#line 1 4 \n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
" }\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 14 0 \n"
"\n"
"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
"{\n"
in vec3 aCo;
in vec3 aWorldCo;
+#include "light_clearskies_stddef.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 11 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 11 0 \n"
-"#line 1 2 \n"
+"#line 12 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 13 0 \n"
"\n"
"void main()\n"
"{\n"
// Spooky!
const vec3 uCamera = vec3(0.0);
+#include "light_clearskies_stddef.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
"const vec3 uCamera = vec3(0.0);\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 13 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 13 0 \n"
-"#line 1 2 \n"
+"#line 14 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"\n"
"void main()\n"
"{\n"
// Spooky!
const vec3 uCamera = vec3(0.0);
+#include "light_clearskies_stddef.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
"const vec3 uCamera = vec3(0.0);\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 13 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 13 0 \n"
-"#line 1 2 \n"
+"#line 14 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"\n"
"float stars1( vec3 rd, float rr, float size ){\n"
" vec3 co = rd * rr;\n"
uniform vec4 uPlane;
uniform vec4 uColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 9 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 9 0 \n"
-"#line 1 2 \n"
+"#line 10 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 10 0 \n"
+"#line 11 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uBoard0;
uniform vec3 uBoard1;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
// Water blending
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 8 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"// Water blending\n"
"// ==============\n"
--- /dev/null
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexMain;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+
+const float CLEARSKIES_LIGHT_DOT_MIN = 0.4;
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+void main(){
+ compute_motion_vectors();
+
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+ vec4 vsamplemain = texture( uTexMain, aUv );
+ vec3 qnorm = aNorm.xyz;
+
+ if( vsamplemain.a < 0.15 )
+ discard;
+
+ vfrag = vsamplemain.rgb;
+
+ if( g_light_preview == 1 ){
+ vfrag = vec3(0.5);
+ }
+
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
+ oColour = vec4(vfrag, 1.0);
+}
--- /dev/null
+#ifndef SHADER_scene_foliage_H
+#define SHADER_scene_foliage_H
+static void shader_scene_foliage_link(void);
+static void shader_scene_foliage_register(void);
+static struct vg_shader _shader_scene_foliage = {
+ .name = "scene_foliage",
+ .link = shader_scene_foliage_link,
+ .vs =
+{
+.orig_file = "shaders/scene_foliage.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"
+"\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 6 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"uniform float uTime;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main(){\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"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/scene_foliage.fs",
+.static_src =
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexMain;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
+"\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.4;\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec4 g_cube_min;\n"
+" vec4 g_cube_inv_range;\n"
+"\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+"\n"
+" vec4 g_daysky_colour;\n"
+" vec4 g_nightsky_colour;\n"
+" vec4 g_sunset_colour;\n"
+" vec4 g_ambient_colour;\n"
+" vec4 g_sunset_ambient;\n"
+" vec4 g_sun_colour;\n"
+" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
+"\n"
+" float g_water_fog;\n"
+" float g_time;\n"
+" float g_realtime;\n"
+" float g_shadow_length;\n"
+" float g_shadow_spread;\n"
+"\n"
+" float g_time_of_day;\n"
+" float g_day_phase;\n"
+" float g_sunset_phase;\n"
+"\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
+"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
+"\n"
+"#line 1 1 \n"
+"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
+"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
+"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
+"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
+"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
+"\n"
+"const float SUN_ANGLE = 0.0001;\n"
+"const float PI = 3.14159265358979323846264;\n"
+"\n"
+"//struct world_info\n"
+"//{\n"
+"// float time,\n"
+"// time_of_day,\n"
+"// day_phase,\n"
+"// sunset_phase;\n"
+"// \n"
+"// vec3 sun_dir;\n"
+"//};\n"
+"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 clearskies_ambient( vec3 dir )\n"
+"{\n"
+" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
+" float sky_gradient = dir.y;\n"
+" \n"
+" /* Blend phase colours */\n"
+" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
+" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
+" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
+" \n"
+" /* Add gradient */\n"
+" ambient -= sky_gradient * luminance(ambient);\n"
+" \n"
+" return ambient;\n"
+"}\n"
+"\n"
+"vec3 clearskies_sky( vec3 ray_dir )\n"
+"{\n"
+" ray_dir.y = abs( ray_dir.y );\n"
+" vec3 sky_colour = clearskies_ambient( ray_dir );\n"
+" \n"
+" /* Sun */\n"
+" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+" float sun_shape = pow( sun_size, 2000.0 );\n"
+" sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" \n"
+" float star = 0.0;\n"
+" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+" if( star_blend > 0.001 ){\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+" }\n"
+" }\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" return composite;\n"
+"}\n"
+"\n"
+"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"#line 44 0 \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"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
+"\n"
+" float fdelta = height_sample - co.y;\n"
+" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 ){\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u ){\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u ){\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u ){\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
+"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+" float light_mask )\n"
+"{\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
+"\n"
+"#line 9 0 \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"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-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 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
+"}\n"
+"\n"
+"#line 8 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+" // Write motion vectors\n"
+" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
+"void main(){\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+" vec4 vsamplemain = texture( uTexMain, aUv );\n"
+" vec3 qnorm = aNorm.xyz;\n"
+"\n"
+" if( vsamplemain.a < 0.15 )\n"
+" discard;\n"
+"\n"
+" vfrag = vsamplemain.rgb;\n"
+"\n"
+" if( g_light_preview == 1 ){\n"
+" vfrag = vec3(0.5);\n"
+" }\n"
+"\n"
+" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
+" oColour = vec4(vfrag, 1.0);\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_foliage_uMdl;
+static GLuint _uniform_scene_foliage_uPv;
+static GLuint _uniform_scene_foliage_uPvmPrev;
+static GLuint _uniform_scene_foliage_uTime;
+static GLuint _uniform_scene_foliage_uTexGarbage;
+static GLuint _uniform_scene_foliage_uTexMain;
+static GLuint _uniform_scene_foliage_uCamera;
+static GLuint _uniform_scene_foliage_uPlane;
+static GLuint _uniform_scene_foliage_g_world_depth;
+static GLuint _uniform_scene_foliage_uLightsArray;
+static GLuint _uniform_scene_foliage_uLightsIndex;
+static void shader_scene_foliage_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_scene_foliage_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_foliage_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_foliage_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_foliage_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_foliage_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_foliage_uTime(float f){
+ glUniform1f(_uniform_scene_foliage_uTime,f);
+}
+static void shader_scene_foliage_uTexGarbage(int i){
+ glUniform1i(_uniform_scene_foliage_uTexGarbage,i);
+}
+static void shader_scene_foliage_uTexMain(int i){
+ glUniform1i(_uniform_scene_foliage_uTexMain,i);
+}
+static void shader_scene_foliage_uCamera(v3f v){
+ glUniform3fv(_uniform_scene_foliage_uCamera,1,v);
+}
+static void shader_scene_foliage_uPlane(v4f v){
+ glUniform4fv(_uniform_scene_foliage_uPlane,1,v);
+}
+static void shader_scene_foliage_g_world_depth(int i){
+ glUniform1i(_uniform_scene_foliage_g_world_depth,i);
+}
+static void shader_scene_foliage_register(void){
+ vg_shader_register( &_shader_scene_foliage );
+}
+static void shader_scene_foliage_use(void){ glUseProgram(_shader_scene_foliage.id); }
+static void shader_scene_foliage_link(void){
+ _uniform_scene_foliage_uMdl = glGetUniformLocation( _shader_scene_foliage.id, "uMdl" );
+ _uniform_scene_foliage_uPv = glGetUniformLocation( _shader_scene_foliage.id, "uPv" );
+ _uniform_scene_foliage_uPvmPrev = glGetUniformLocation( _shader_scene_foliage.id, "uPvmPrev" );
+ _uniform_scene_foliage_uTime = glGetUniformLocation( _shader_scene_foliage.id, "uTime" );
+ _uniform_scene_foliage_uTexGarbage = glGetUniformLocation( _shader_scene_foliage.id, "uTexGarbage" );
+ _uniform_scene_foliage_uTexMain = glGetUniformLocation( _shader_scene_foliage.id, "uTexMain" );
+ _uniform_scene_foliage_uCamera = glGetUniformLocation( _shader_scene_foliage.id, "uCamera" );
+ _uniform_scene_foliage_uPlane = glGetUniformLocation( _shader_scene_foliage.id, "uPlane" );
+ _uniform_scene_foliage_g_world_depth = glGetUniformLocation( _shader_scene_foliage.id, "g_world_depth" );
+ _uniform_scene_foliage_uLightsArray = glGetUniformLocation( _shader_scene_foliage.id, "uLightsArray" );
+ _uniform_scene_foliage_uLightsIndex = glGetUniformLocation( _shader_scene_foliage.id, "uLightsIndex" );
+}
+#endif /* SHADER_scene_foliage_H */
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec4 a_norm;
+layout (location=2) in vec2 a_uv;
+
+#include "motion_vectors_vs.glsl"
+
+uniform mat4x3 uMdl;
+uniform mat4 uPv;
+uniform mat4 uPvmPrev;
+uniform float uTime;
+
+out vec2 aUv;
+out vec4 aNorm;
+out vec3 aCo;
+out vec3 aWorldCo;
+
+void main(){
+ vec4 vsine = sin(vec4(uTime + a_co.x, uTime*0.7 + a_co.z,uTime,uTime*1.3));
+ vec3 co = a_co + vsine.xyz * a_norm.w * 0.5;
+
+ vec3 world_pos0 = uMdl * vec4( co, 1.0 );
+ vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
+ vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );
+
+ vs_motion_out( vproj0, vproj1 );
+
+ gl_Position = vproj0;
+
+ aUv = a_uv;
+ aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
+ aCo = a_co;
+ aWorldCo = world_pos0;
+}
uniform float uOpacity;
uniform float uColourize;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 9 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 9 0 \n"
-"#line 1 2 \n"
+"#line 10 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 10 0 \n"
+"#line 11 0 \n"
"\n"
"vec3 pal( float t ){\n"
" vec3 a = vec3(0.30,0.3,0.3);\n"
uniform sampler2D uTexMain;
uniform vec3 uCamera;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 5 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 5 0 \n"
-"#line 1 2 \n"
+"#line 6 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 6 0 \n"
+"#line 7 0 \n"
"\n"
"void main(){\n"
" oMotionVec = vec2(0.0);\n"
uniform bool uAlphatest;
uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 12 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 12 0 \n"
-"#line 1 2 \n"
+"#line 13 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 14 0 \n"
"\n"
"vec2 smin( float a, float b, float k ){\n"
" float h = max( k-abs(a-b), 0.0 )/k;\n"
uniform vec3 uBoard0;
uniform vec3 uBoard1;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
void main()
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 8 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uCamera;
uniform vec4 uColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 7 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
-"#line 1 2 \n"
+"#line 8 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"float filtered_stripe( in float p, in float ddx, in float ddy )\n"
"{\n"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 7 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
-"#line 1 2 \n"
+"#line 8 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uCamera;
uniform vec4 uPlane;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 7 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
-"#line 1 2 \n"
+"#line 8 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uCamera;
uniform vec4 uPlane;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 7 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
-"#line 1 2 \n"
+"#line 8 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uSandColour;
uniform vec2 uBlendOffset;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 8 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 8 0 \n"
-"#line 1 2 \n"
+"#line 9 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 9 0 \n"
+"#line 10 0 \n"
"\n"
"void main()\n"
"{\n"
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 6 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 6 0 \n"
-"#line 1 2 \n"
+"#line 7 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 7 0 \n"
+"#line 8 0 \n"
"\n"
"void main()\n"
"{\n"
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 16 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 16 0 \n"
-"#line 1 2 \n"
+"#line 17 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 17 0 \n"
+"#line 18 0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 13 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 13 0 \n"
-"#line 1 2 \n"
+"#line 14 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
"{\n"
shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_foliage_register();
shader_scene_override_register();
shader_scene_cubemapped_register();
shader_scene_fxglow_register();
glEnable(GL_CULL_FACE);
}
+static void render_world_foliage( world_instance *world, camera *cam ){
+ shader_scene_foliage_use();
+ shader_scene_foliage_uTexGarbage(0);
+ shader_scene_foliage_uTexMain(1);
+ shader_scene_foliage_uPv( cam->mtx.pv );
+ shader_scene_foliage_uTime( vg.time );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+ bind_terrain_noise();
+
+ shader_scene_foliage_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+ struct world_pass pass = {
+ .shader = k_shader_foliage,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_foliage_uMdl,
+ .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+ };
+ world_render_both_stages( world, &pass );
+ glEnable(GL_CULL_FACE);
+}
+
static void world_render_challenges( world_instance *world,
struct world_pass *pass, v3f pos ){
if( !world ) return;
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_foliage( world, cam );
render_terrain( world, cam );
if( !viewing_from_gate ){
#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_foliage.h"
#include "shaders/scene_override.h"
#include "shaders/scene_cubemapped.h"
#include "shaders/scene_vertex_blend.h"