From: hgn Date: Sun, 19 Nov 2023 02:36:27 +0000 (+0000) Subject: mini world rendering adjustments X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=63fe317d7db724162561da52aa382c82ac3c29be;p=carveJwlIkooP6JGAAIwe30JlM.git mini world rendering adjustments --- diff --git a/blender_export.py b/blender_export.py index 51b25dd..b4a501d 100644 --- a/blender_export.py +++ b/blender_export.py @@ -43,7 +43,7 @@ sr_entity_list = [ ('ent_miniworld', 'Mini World', '', 22 ) ] -MDL_VERSION_NR = 103 +MDL_VERSION_NR = 104 SR_TRIGGERABLE = [ 'ent_audio', 'ent_ccmd', 'ent_gate', 'ent_challenge', \ 'ent_relay', 'ent_skateshop', 'ent_objective', 'ent_route',\ 'ent_miniworld' ] @@ -469,7 +469,8 @@ class ent_worldinfo(Structure): _fields_ = [("pstr_name",c_uint32), ("pstr_author",c_uint32), # unused ("pstr_desc",c_uint32), # unused - ("timezone",c_float)] + ("timezone",c_float), + ("pstr_skybox",c_uint32)] #} class ent_ccmd(Structure): @@ -1889,6 +1890,7 @@ def sr_compile( collection ): worldinfo.pstr_author = sr_compile_string( obj_data.author ) worldinfo.pstr_desc = sr_compile_string( obj_data.desc ) worldinfo.timezone = obj_data.timezone + worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox ) sr_ent_push( worldinfo ) #} elif ent_type == 'ent_ccmd':#{ @@ -3270,6 +3272,7 @@ class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup): desc: bpy.props.StringProperty(name="Description") author: bpy.props.StringProperty(name="Author") timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)") + skybox: bpy.props.StringProperty(name="Skybox") #} class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup): diff --git a/build.c b/build.c index 417c319..4cf3b34 100644 --- a/build.c +++ b/build.c @@ -260,6 +260,7 @@ void build_shaders(void){ /* Models */ _S( "model_sky", "model.vs", "model_sky.fs" ); + _S( "model_sky_space", "model.vs", "model_sky_space.fs" ); _S( "model_menu", "model.vs", "model_menu.fs" ); _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" ); _S( "model_board_view", "model.vs", "model_character_view.fs" ); diff --git a/ent_miniworld.c b/ent_miniworld.c index 414b2f6..bc59d47 100644 --- a/ent_miniworld.c +++ b/ent_miniworld.c @@ -28,9 +28,12 @@ static void ent_miniworld_render( world_instance *host_world ){ if( miniworld->purpose == k_world_purpose_invalid ) return; + world_instance *dest_world = &world_static.instances[miniworld->purpose]; + + m4x3f mmdl; mdl_transform_m4x3( &miniworld->transform, mmdl ); - render_world_override( &world_static.instances[miniworld->purpose], mmdl ); + render_world_override( dest_world, host_world, mmdl ); //render_world_routes( , &skaterift.cam, 1 ); } diff --git a/ent_miniworld.h b/ent_miniworld.h index 693a157..73b660e 100644 --- a/ent_miniworld.h +++ b/ent_miniworld.h @@ -4,7 +4,7 @@ #include "entity.h" struct { - u32 active_id; /* TODO: world references in entity ID */ + u32 active_id; } static global_miniworld; diff --git a/entity.h b/entity.h index 72a6667..cab16c8 100644 --- a/entity.h +++ b/entity.h @@ -59,7 +59,7 @@ enum entity_alias{ }; static u32 mdl_entity_id_type( u32 entity_id ){ - return (entity_id & 0xffff0000) >> 16; + return (entity_id & 0x0fff0000) >> 16; } static u32 mdl_entity_id_id( u32 entity_id ){ @@ -373,6 +373,7 @@ struct ent_menuitem{ struct ent_worldinfo{ u32 pstr_name, pstr_author, pstr_desc; f32 timezone; + u32 pstr_skybox; }; static ent_marker *ent_find_marker( mdl_context *mdl, diff --git a/maps_src/dev_hub/main.mdl b/maps_src/dev_hub/main.mdl index 4925d9f..106e213 100644 Binary files a/maps_src/dev_hub/main.mdl and b/maps_src/dev_hub/main.mdl differ diff --git a/model.h b/model.h index dae6038..da01223 100644 --- a/model.h +++ b/model.h @@ -8,7 +8,7 @@ #include "skaterift.h" #define MDL_VERSION_MIN 101 -#define MDL_VERSION_NR 103 +#define MDL_VERSION_NR 104 enum mdl_shader{ k_shader_standard = 0, diff --git a/player.c b/player.c index b1788c6..348bb74 100644 --- a/player.c +++ b/player.c @@ -11,6 +11,7 @@ #include "network.h" #include "network_common.h" #include "world_routes.h" +#include "ent_miniworld.h" static int localplayer_cmd_respawn( int argc, const char *argv[] ){ ent_spawn *rp = NULL, *r; @@ -250,6 +251,7 @@ static void player__reset(void){ world_static.focused_entity = 0; world_static.active_trigger_volume_count = 0; world_static.last_use = 0.0; + global_miniworld.active_id = 0; world_entity_unfocus(); localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT; diff --git a/respawn.c b/respawn.c index df1c66b..084844d 100644 --- a/respawn.c +++ b/respawn.c @@ -247,6 +247,7 @@ static void respawn_begin_chooser(void){ vg_strcat( &text, "home" ); } +#if 0 static void respawn_chooser_shader_uniforms(void){ v4f uPlayerPos, uSpawnPos; v4_zero( uPlayerPos ); @@ -263,5 +264,6 @@ static void respawn_chooser_shader_uniforms(void){ shader_scene_override_uPlayerPos( uPlayerPos ); shader_scene_override_uSpawnPos( uSpawnPos ); } +#endif #endif /* RESPAWN_C */ diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index b734743..0bc4e7b 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -89,19 +89,11 @@ float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent ) return pow(max(dot( halfview, specdir ), 0.0), exponent); } -vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) -{ +vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){ float dist = pow(fdist*0.0010,0.78); return mix( vfrag, colour, min( 1.0, dist ) ); } -vec3 rand33(vec3 p3) -{ - p3 = fract(p3 * vec3(.1031, .1030, .0973)); - p3 += dot(p3, p3.yxz+33.33); - return fract((p3.xxy + p3.yxx)*p3.zyx); -} - vec3 scene_calculate_light( int light_index, vec3 halfview, vec3 co, vec3 normal ) { diff --git a/shaders/light_clearskies.glsl b/shaders/light_clearskies.glsl index 5b97f97..0af3be0 100644 --- a/shaders/light_clearskies.glsl +++ b/shaders/light_clearskies.glsl @@ -6,7 +6,7 @@ //const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ); const float SUN_ANGLE = 0.0001; -const float PI = 3.14159265; +const float PI = 3.14159265358979323846264; //struct world_info //{ @@ -18,6 +18,37 @@ const float PI = 3.14159265; // vec3 sun_dir; //}; +vec3 rand33(vec3 p3) +{ + p3 = fract(p3 * vec3(.1031, .1030, .0973)); + p3 += dot(p3, p3.yxz+33.33); + return fract((p3.xxy + p3.yxx)*p3.zyx); +} + +float stars( vec3 rd, float rr, float size ){ + vec3 co = rd * rr; + + float a = atan(co.y, length(co.xz)) + 4.0 * PI; + + float spaces = 1.0 / rr; + size = (rr * 0.0015) * fwidth(a) * 1000.0 * size; + a -= mod(a, spaces) - spaces * 0.5; + + float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0); + + float plane = atan(co.z, co.x) + 4.0 * PI; + plane = plane - mod(plane, PI / count); + + vec2 delta = rand33(vec3(plane, a, 0.0)).xy; + + float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr; + float ydist = sqrt(rr * rr - level * level); + float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count); + vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist); + float star = smoothstep(size, 0.0, distance(center, co)); + return star; +} + float luminance( vec3 v ) { return dot( v, vec3(0.2126, 0.7152, 0.0722) ); @@ -52,8 +83,19 @@ vec3 clearskies_sky( vec3 ray_dir ) vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); sun_colour *= sun_shape; + + + float star = 0.0; + float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0)); + + if( star_blend > 0.001 ){ + for( float j = 1.0; j <= 4.1; j += 1.0 ){ + float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j)); + star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j)); + } + } - vec3 composite = sky_colour + sun_colour; + vec3 composite = sky_colour + sun_colour + star*star_blend; return composite; } diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h index 3f08cf0..19e3b2c 100644 --- a/shaders/model_board_view.h +++ b/shaders/model_board_view.h @@ -127,7 +127,7 @@ static struct vg_shader _shader_model_board_view = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -139,6 +139,37 @@ static struct vg_shader _shader_model_board_view = { "// 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" @@ -173,8 +204,15 @@ static struct vg_shader _shader_model_board_view = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -245,19 +283,11 @@ static struct vg_shader _shader_model_board_view = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index bbfee78..03df443 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -135,7 +135,7 @@ static struct vg_shader _shader_model_character_view = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -147,6 +147,37 @@ static struct vg_shader _shader_model_character_view = { "// 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" @@ -181,8 +212,15 @@ static struct vg_shader _shader_model_character_view = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -253,19 +291,11 @@ static struct vg_shader _shader_model_character_view = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/model_entity.h b/shaders/model_entity.h index 581cbff..585c897 100644 --- a/shaders/model_entity.h +++ b/shaders/model_entity.h @@ -127,7 +127,7 @@ static struct vg_shader _shader_model_entity = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -139,6 +139,37 @@ static struct vg_shader _shader_model_entity = { "// 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" @@ -173,8 +204,15 @@ static struct vg_shader _shader_model_entity = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -245,19 +283,11 @@ static struct vg_shader _shader_model_entity = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 9d2131e..882e174 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -129,7 +129,7 @@ static struct vg_shader _shader_model_sky = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -141,6 +141,37 @@ static struct vg_shader _shader_model_sky = { "// 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" @@ -175,8 +206,15 @@ static struct vg_shader _shader_model_sky = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -247,19 +285,11 @@ static struct vg_shader _shader_model_sky = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/model_sky_space.fs b/shaders/model_sky_space.fs new file mode 100644 index 0000000..442e97e --- /dev/null +++ b/shaders/model_sky_space.fs @@ -0,0 +1,51 @@ +uniform sampler2D uTexGarbage; + +in vec4 aColour; +in vec2 aUv; +in vec3 aNorm; +in vec3 aCo; +in vec3 aWorldCo; + +// Spooky! +const vec3 uCamera = vec3(0.0); + +#include "common_world.glsl" +#include "motion_vectors_fs.glsl" + +float stars1( vec3 rd, float rr, float size ){ + vec3 co = rd * rr; + + float a = atan(co.y, length(co.xz)) + 4.0 * PI; + + float spaces = 1.0 / rr; + size = (rr * 0.0015) * fwidth(a) * 1000.0 * size; + a -= mod(a, spaces) - spaces * 0.5; + + float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0); + + float plane = atan(co.z, co.x) + 4.0 * PI; + plane = plane - mod(plane, PI / count); + + vec2 delta = rand33(vec3(plane, a, 0.0)).xy; + + float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr; + float ydist = sqrt(rr * rr - level * level); + float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count); + vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist); + float star = smoothstep(size, 0.0, distance(center, co)); + return star; +} + +void main(){ + compute_motion_vectors(); + + vec3 rd = -normalize(aNorm); + + float star = 0.0; + for( float j = 1.0; j <= 4.1; j += 1.0 ){ + float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j)); + star += stars( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j)); + } + + oColour = vec4( vec3(star*20.0), 1.0); +} diff --git a/shaders/model_sky_space.h b/shaders/model_sky_space.h new file mode 100644 index 0000000..7251196 --- /dev/null +++ b/shaders/model_sky_space.h @@ -0,0 +1,505 @@ +#ifndef SHADER_model_sky_space_H +#define SHADER_model_sky_space_H +static void shader_model_sky_space_link(void); +static void shader_model_sky_space_register(void); +static struct vg_shader _shader_model_sky_space = { + .name = "model_sky_space", + .link = shader_model_sky_space_link, + .vs = +{ +.orig_file = "shaders/model.vs", +.static_src = +"layout (location=0) in vec3 a_co;\n" +"layout (location=1) in vec3 a_norm;\n" +"layout (location=2) in vec2 a_uv;\n" +"layout (location=3) in vec4 a_colour;\n" +"layout (location=4) in vec4 a_weights;\n" +"layout (location=5) in ivec4 a_groups;\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 9 0 \n" +"\n" +"uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" +"\n" +"out vec4 aColour;\n" +"out vec2 aUv;\n" +"out vec3 aNorm;\n" +"out vec3 aCo;\n" +"out vec3 aWorldCo;\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" +" aWorldCo = world_pos0;\n" +" aColour = a_colour;\n" +" aUv = a_uv;\n" +" aNorm = mat3(uMdl) * a_norm;\n" +" aCo = a_co;\n" +"}\n" +""}, + .fs = +{ +.orig_file = "shaders/model_sky_space.fs", +.static_src = +"uniform sampler2D uTexGarbage;\n" +"\n" +"in vec4 aColour;\n" +"in vec2 aUv;\n" +"in vec3 aNorm;\n" +"in vec3 aCo;\n" +"in vec3 aWorldCo;\n" +"\n" +"// Spooky!\n" +"const vec3 uCamera = vec3(0.0);\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" +" 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" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\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(0.0,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 13 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 14 0 \n" +"\n" +"float stars1( 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" +"void main(){\n" +" compute_motion_vectors();\n" +"\n" +" vec3 rd = -normalize(aNorm);\n" +"\n" +" float star = 0.0;\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( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n" +" }\n" +"\n" +" oColour = vec4( vec3(star*20.0), 1.0);\n" +"}\n" +""}, +}; + +static GLuint _uniform_model_sky_space_uMdl; +static GLuint _uniform_model_sky_space_uPv; +static GLuint _uniform_model_sky_space_uPvmPrev; +static GLuint _uniform_model_sky_space_uTexGarbage; +static GLuint _uniform_model_sky_space_g_world_depth; +static GLuint _uniform_model_sky_space_uLightsArray; +static GLuint _uniform_model_sky_space_uLightsIndex; +static void shader_model_sky_space_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_model_sky_space_uMdl,1,GL_FALSE,(float*)m); +} +static void shader_model_sky_space_uPv(m4x4f m){ + glUniformMatrix4fv(_uniform_model_sky_space_uPv,1,GL_FALSE,(float*)m); +} +static void shader_model_sky_space_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_model_sky_space_uPvmPrev,1,GL_FALSE,(float*)m); +} +static void shader_model_sky_space_uTexGarbage(int i){ + glUniform1i(_uniform_model_sky_space_uTexGarbage,i); +} +static void shader_model_sky_space_g_world_depth(int i){ + glUniform1i(_uniform_model_sky_space_g_world_depth,i); +} +static void shader_model_sky_space_register(void){ + vg_shader_register( &_shader_model_sky_space ); +} +static void shader_model_sky_space_use(void){ glUseProgram(_shader_model_sky_space.id); } +static void shader_model_sky_space_link(void){ + _uniform_model_sky_space_uMdl = glGetUniformLocation( _shader_model_sky_space.id, "uMdl" ); + _uniform_model_sky_space_uPv = glGetUniformLocation( _shader_model_sky_space.id, "uPv" ); + _uniform_model_sky_space_uPvmPrev = glGetUniformLocation( _shader_model_sky_space.id, "uPvmPrev" ); + _uniform_model_sky_space_uTexGarbage = glGetUniformLocation( _shader_model_sky_space.id, "uTexGarbage" ); + _uniform_model_sky_space_g_world_depth = glGetUniformLocation( _shader_model_sky_space.id, "g_world_depth" ); + _uniform_model_sky_space_uLightsArray = glGetUniformLocation( _shader_model_sky_space.id, "uLightsArray" ); + _uniform_model_sky_space_uLightsIndex = glGetUniformLocation( _shader_model_sky_space.id, "uLightsIndex" ); +} +#endif /* SHADER_model_sky_space_H */ diff --git a/shaders/scene_cubemapped.h b/shaders/scene_cubemapped.h index 1d59884..4c90269 100644 --- a/shaders/scene_cubemapped.h +++ b/shaders/scene_cubemapped.h @@ -129,7 +129,7 @@ static struct vg_shader _shader_scene_cubemapped = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -141,6 +141,37 @@ static struct vg_shader _shader_scene_cubemapped = { "// 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" @@ -175,8 +206,15 @@ static struct vg_shader _shader_scene_cubemapped = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -247,19 +285,11 @@ static struct vg_shader _shader_scene_cubemapped = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index efe52b8..160fd02 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -128,7 +128,7 @@ static struct vg_shader _shader_scene_depth = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -140,6 +140,37 @@ static struct vg_shader _shader_scene_depth = { "// 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" @@ -174,8 +205,15 @@ static struct vg_shader _shader_scene_depth = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -246,19 +284,11 @@ static struct vg_shader _shader_scene_depth = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_font.h b/shaders/scene_font.h index f0a9829..7eba1b0 100644 --- a/shaders/scene_font.h +++ b/shaders/scene_font.h @@ -131,7 +131,7 @@ static struct vg_shader _shader_scene_font = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -143,6 +143,37 @@ static struct vg_shader _shader_scene_font = { "// 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" @@ -177,8 +208,15 @@ static struct vg_shader _shader_scene_font = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -249,19 +287,11 @@ static struct vg_shader _shader_scene_font = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_fxglow.h b/shaders/scene_fxglow.h index b54f58f..98bb0e3 100644 --- a/shaders/scene_fxglow.h +++ b/shaders/scene_fxglow.h @@ -126,7 +126,7 @@ static struct vg_shader _shader_scene_fxglow = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -138,6 +138,37 @@ static struct vg_shader _shader_scene_fxglow = { "// 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" @@ -172,8 +203,15 @@ static struct vg_shader _shader_scene_fxglow = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -244,19 +282,11 @@ static struct vg_shader _shader_scene_fxglow = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_override.fs b/shaders/scene_override.fs index 6d10a40..f7dff2b 100644 --- a/shaders/scene_override.fs +++ b/shaders/scene_override.fs @@ -31,7 +31,7 @@ void main(){ compute_motion_vectors(); - vec3 vfrag = vec3(0.6); + vec3 vfrag = vec3(0.7); vec3 qnorm = aNorm.xyz; qnorm = normalize(floor(aNorm.xyz*4.0)*0.25); @@ -43,16 +43,13 @@ void main(){ discard; } else{ - if( !gl_FrontFacing ){ - qnorm *= -1.0; - } } - vfrag = scene_compute_lighting( vfrag, qnorm, aCo ); + vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo ); // dots - float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0; - float d1 = distance( aWorldCo, uSpawnPos.xyz ); + float d0 = distance( aCo, uPlayerPos.xyz )*2.0; + float d1 = distance( aCo, uSpawnPos.xyz ); vec2 dm = smin( d0, d1, 10.0 ); float dd = fract(dm.x*0.2-g_realtime*0.5) * @@ -62,11 +59,11 @@ void main(){ // line vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w; - float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w ); + float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w ); vec3 p0 = uPlayerPos.xyz + v0*t; - float d3 = distance(p0,aWorldCo); + float d3 = distance(p0,aCo); emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2)); oColour = vec4( vfrag+emit, 1.0 ); - oColour = vec4( vfrag, 1.0 ); + //oColour = vec4( vfrag, 1.0 ); } diff --git a/shaders/scene_override.h b/shaders/scene_override.h index 8bea02e..fb53671 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -54,7 +54,7 @@ static struct vg_shader _shader_scene_override = { " gl_Position = vproj0;\n" "\n" " aUv = a_uv;\n" -" aNorm = vec4( a_norm.xyz, a_norm.w );\n" +" aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" "}\n" @@ -132,7 +132,7 @@ static struct vg_shader _shader_scene_override = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -144,6 +144,37 @@ static struct vg_shader _shader_scene_override = { "// 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" @@ -178,8 +209,15 @@ static struct vg_shader _shader_scene_override = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -250,19 +288,11 @@ static struct vg_shader _shader_scene_override = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" @@ -448,7 +478,7 @@ static struct vg_shader _shader_scene_override = { "\n" " compute_motion_vectors();\n" "\n" -" vec3 vfrag = vec3(0.6);\n" +" vec3 vfrag = vec3(0.5);\n" " vec3 qnorm = aNorm.xyz;\n" "\n" " qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n" @@ -460,16 +490,13 @@ static struct vg_shader _shader_scene_override = { " discard;\n" " }\n" " else{\n" -" if( !gl_FrontFacing ){\n" -" qnorm *= -1.0;\n" -" }\n" " }\n" "\n" -" vfrag = scene_compute_lighting( vfrag, qnorm, aCo );\n" +" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" " \n" " // dots\n" -" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n" -" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n" +" float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n" +" float d1 = distance( aCo, uSpawnPos.xyz );\n" "\n" " vec2 dm = smin( d0, d1, 10.0 );\n" " float dd = fract(dm.x*0.2-g_realtime*0.5) * \n" @@ -479,13 +506,13 @@ static struct vg_shader _shader_scene_override = { "\n" " // line\n" " vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n" -" float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n" +" float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n" " vec3 p0 = uPlayerPos.xyz + v0*t;\n" -" float d3 = distance(p0,aWorldCo);\n" +" float d3 = distance(p0,aCo);\n" " emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n" "\n" " oColour = vec4( vfrag+emit, 1.0 );\n" -" oColour = vec4( vfrag, 1.0 );\n" +" //oColour = vec4( vfrag, 1.0 );\n" "}\n" ""}, }; diff --git a/shaders/scene_override.vs b/shaders/scene_override.vs index 88fa7dd..bb1088e 100644 --- a/shaders/scene_override.vs +++ b/shaders/scene_override.vs @@ -25,7 +25,7 @@ void main() gl_Position = vproj0; aUv = a_uv; - aNorm = vec4( a_norm.xyz, a_norm.w ); + aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w ); aCo = a_co; aWorldCo = world_pos0; } diff --git a/shaders/scene_position.h b/shaders/scene_position.h index 985d34c..99fe303 100644 --- a/shaders/scene_position.h +++ b/shaders/scene_position.h @@ -128,7 +128,7 @@ static struct vg_shader _shader_scene_position = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -140,6 +140,37 @@ static struct vg_shader _shader_scene_position = { "// 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" @@ -174,8 +205,15 @@ static struct vg_shader _shader_scene_position = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -246,19 +284,11 @@ static struct vg_shader _shader_scene_position = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_route.h b/shaders/scene_route.h index bfa31df..ecaf5fe 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -127,7 +127,7 @@ static struct vg_shader _shader_scene_route = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -139,6 +139,37 @@ static struct vg_shader _shader_scene_route = { "// 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" @@ -173,8 +204,15 @@ static struct vg_shader _shader_scene_route = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -245,19 +283,11 @@ static struct vg_shader _shader_scene_route = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_scoretext.h b/shaders/scene_scoretext.h index 1d82be3..a2241c8 100644 --- a/shaders/scene_scoretext.h +++ b/shaders/scene_scoretext.h @@ -147,7 +147,7 @@ static struct vg_shader _shader_scene_scoretext = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -159,6 +159,37 @@ static struct vg_shader _shader_scene_scoretext = { "// 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" @@ -193,8 +224,15 @@ static struct vg_shader _shader_scene_scoretext = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -265,19 +303,11 @@ static struct vg_shader _shader_scene_scoretext = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_standard.h b/shaders/scene_standard.h index ae03331..3904980 100644 --- a/shaders/scene_standard.h +++ b/shaders/scene_standard.h @@ -127,7 +127,7 @@ static struct vg_shader _shader_scene_standard = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -139,6 +139,37 @@ static struct vg_shader _shader_scene_standard = { "// 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" @@ -173,8 +204,15 @@ static struct vg_shader _shader_scene_standard = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -245,19 +283,11 @@ static struct vg_shader _shader_scene_standard = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_standard_alphatest.h b/shaders/scene_standard_alphatest.h index 594fb86..2240b4b 100644 --- a/shaders/scene_standard_alphatest.h +++ b/shaders/scene_standard_alphatest.h @@ -127,7 +127,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -139,6 +139,37 @@ static struct vg_shader _shader_scene_standard_alphatest = { "// 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" @@ -173,8 +204,15 @@ static struct vg_shader _shader_scene_standard_alphatest = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -245,19 +283,11 @@ static struct vg_shader _shader_scene_standard_alphatest = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 6d40ebd..faeb11e 100644 --- a/shaders/scene_terrain.h +++ b/shaders/scene_terrain.h @@ -128,7 +128,7 @@ static struct vg_shader _shader_scene_terrain = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -140,6 +140,37 @@ static struct vg_shader _shader_scene_terrain = { "// 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" @@ -174,8 +205,15 @@ static struct vg_shader _shader_scene_terrain = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -246,19 +284,11 @@ static struct vg_shader _shader_scene_terrain = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index aba9d8b..672d154 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -126,7 +126,7 @@ static struct vg_shader _shader_scene_vertex_blend = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -138,6 +138,37 @@ static struct vg_shader _shader_scene_vertex_blend = { "// 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" @@ -172,8 +203,15 @@ static struct vg_shader _shader_scene_vertex_blend = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -244,19 +282,11 @@ static struct vg_shader _shader_scene_vertex_blend = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_water.h b/shaders/scene_water.h index 669f96d..2ce696c 100644 --- a/shaders/scene_water.h +++ b/shaders/scene_water.h @@ -136,7 +136,7 @@ static struct vg_shader _shader_scene_water = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -148,6 +148,37 @@ static struct vg_shader _shader_scene_water = { "// 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" @@ -182,8 +213,15 @@ static struct vg_shader _shader_scene_water = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -254,19 +292,11 @@ static struct vg_shader _shader_scene_water = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/shaders/scene_water_fast.h b/shaders/scene_water_fast.h index 1be0926..3e88f1d 100644 --- a/shaders/scene_water_fast.h +++ b/shaders/scene_water_fast.h @@ -133,7 +133,7 @@ static struct vg_shader _shader_scene_water_fast = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -145,6 +145,37 @@ static struct vg_shader _shader_scene_water_fast = { "// 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" @@ -179,8 +210,15 @@ static struct vg_shader _shader_scene_water_fast = { " \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" +" 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" -" vec3 composite = sky_colour + sun_colour;\n" +" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" " return composite;\n" "}\n" "\n" @@ -251,19 +289,11 @@ static struct vg_shader _shader_scene_water_fast = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\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 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" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" diff --git a/world.h b/world.h index c81d9ed..02bb02e 100644 --- a/world.h +++ b/world.h @@ -182,6 +182,11 @@ struct world_instance { ent_cubemap, ent_miniworld; + enum skybox { + k_skybox_default, + k_skybox_space + } skybox; + ent_gate *rendering_gate; /* logic diff --git a/world_load.c b/world_load.c index e8f545c..1605325 100644 --- a/world_load.c +++ b/world_load.c @@ -72,8 +72,15 @@ static void world_instance_load_mdl( u32 instance_id, const char *path ){ mdl_array_ptr infos; mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch ); + world->skybox = k_skybox_default; if( mdl_arrcount(&infos) ){ world->info = *((ent_worldinfo *)mdl_arritm(&infos,0)); + + if( world->meta.info.version >= 104 ){ + if( MDL_CONST_PSTREQ( &world->meta, world->info.pstr_skybox,"space")){ + world->skybox = k_skybox_space; + } + } } else{ world->info.pstr_author = 0; @@ -82,7 +89,7 @@ static void world_instance_load_mdl( u32 instance_id, const char *path ){ world->info.timezone = 0.0f; } - time_t seconds = time(NULL) % ((u32)k_day_length*60); + time_t seconds = time(NULL) % ((u32)vg_maxf(1.0f,k_day_length)*60); world->time = ((f64)(seconds)/(k_day_length*60.0)); world->time += (world->info.timezone/24.0); diff --git a/world_render.c b/world_render.c index 1e99566..1463142 100644 --- a/world_render.c +++ b/world_render.c @@ -84,6 +84,7 @@ static void world_render_init(void) shader_scene_depth_register(); shader_scene_position_register(); shader_model_sky_register(); + shader_model_sky_space_register(); vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); @@ -644,8 +645,7 @@ static void render_terrain( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -static void render_sky( world_instance *world, camera *cam ) -{ +static void render_sky( world_instance *world, camera *cam ){ /* * Modify matrix to remove clipping and view translation */ @@ -673,15 +673,32 @@ static void render_sky( world_instance *world, camera *cam ) /* * Draw */ - shader_model_sky_use(); - shader_model_sky_uMdl( identity_matrix ); - shader_model_sky_uPv( pv ); - shader_model_sky_uPvmPrev( pv_prev ); - shader_model_sky_uTexGarbage(0); - world_link_lighting_ub( world, _shader_model_sky.id ); + if( world->skybox == k_skybox_default ){ + shader_model_sky_use(); + shader_model_sky_uMdl( identity_matrix ); + shader_model_sky_uPv( pv ); + shader_model_sky_uPvmPrev( pv_prev ); + shader_model_sky_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else if( world->skybox == k_skybox_space ){ + shader_model_sky_space_use(); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + shader_model_sky_space_uMdl( identity_matrix ); + shader_model_sky_space_uPv( pv ); + shader_model_sky_space_uPvmPrev( pv_prev ); + shader_model_sky_space_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky_space.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else { + assert(0); + } glDepthMask( GL_FALSE ); glDisable( GL_DEPTH_TEST ); @@ -858,7 +875,9 @@ static void render_world_override_pass( world_instance *world, } } -static void render_world_override( world_instance *world, m4x3f mmdl ){ +static void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl ){ struct world_pass pass = { .cam = &skaterift.cam, .fn_bind_textures = bindpoint_override, @@ -869,32 +888,51 @@ static void render_world_override( world_instance *world, m4x3f mmdl ){ }; shader_scene_override_use(); +#if 0 respawn_chooser_shader_uniforms(); +#endif shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); - WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise(); - m4x3f mmdl_inv; - m4x3_invert_full( mmdl, mmdl_inv ); - - v3f cam_pos; - m4x3_mulv( mmdl_inv, pass.cam->transform[3], cam_pos ); - shader_scene_override_uCamera( cam_pos ); + shader_scene_override_uCamera( pass.cam->transform[3] ); m4x4f mpvm_prev; m4x3_expand( mmdl, mpvm_prev ); m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev ); m3x3f mnormal; - m3x3_inv( mmdl_inv, mnormal ); + m3x3_inv( mmdl, mnormal ); m3x3_transpose( mnormal, mnormal ); v3_normalize( mnormal[0] ); v3_normalize( mnormal[1] ); v3_normalize( mnormal[2] ); + v4f uPlayerPos, uSpawnPos; + v4_zero( uPlayerPos ); + v4_zero( uSpawnPos ); + + v3_copy( world->player_co, uPlayerPos ); + + m4x3f mmdl_inv; + m4x3_invert_full( mmdl, mmdl_inv ); + v3f localized; + m4x3_mulv( mmdl_inv, localplayer.rb.co, localized ); + ent_spawn *spawn = world_find_closest_spawn( world, localized ); + if( spawn ) + v3_copy( spawn->transform.co, uSpawnPos ); + + uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); + uSpawnPos[3] = 1.0f/uPlayerPos[3]; + + shader_scene_override_uPlayerPos( uPlayerPos ); + shader_scene_override_uSpawnPos( uSpawnPos ); + + + glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_geo ); pass.geo_type = k_world_geo_type_solid; diff --git a/world_render.h b/world_render.h index 1810400..d7ea519 100644 --- a/world_render.h +++ b/world_render.h @@ -21,6 +21,7 @@ #include "shaders/scene_position.h" #include "shaders/scene_font.h" #include "shaders/model_sky.h" +#include "shaders/model_sky_space.h" static const float k_world_light_cube_size = 8.0f; @@ -78,7 +79,9 @@ static void render_world( world_instance *world, camera *cam, int layer_depth ); static void render_world_cubemaps( world_instance *world ); static void bind_terrain_noise(void); -static void render_world_override( world_instance *world, m4x3f mmdl ); +static void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl ); #define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \ world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \