3ac3b9d89eadee1326335ec34852edfb8eabff62
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
1 #ifndef SHADER_scene_water_H
2 #define SHADER_scene_water_H
3 static void shader_scene_water_link(void);
4 static void shader_scene_water_register(void);
5 static struct vg_shader _shader_scene_water = {
6 .name = "scene_water",
7 .link = shader_scene_water_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "\n"
40 "out vec2 aUv;\n"
41 "out vec4 aNorm;\n"
42 "out vec3 aCo;\n"
43 "out vec3 aWorldCo;\n"
44 "\n"
45 "void main()\n"
46 "{\n"
47 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
48 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
49 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
50 "\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
52 "\n"
53 " gl_Position = vproj0;\n"
54 "\n"
55 " aUv = a_uv;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
57 " aCo = a_co;\n"
58 " aWorldCo = world_pos0;\n"
59 "}\n"
60 ""},
61 .fs =
62 {
63 .orig_file = "shaders/scene_water.fs",
64 .static_src =
65 "uniform sampler2D uTexMain;\n"
66 "uniform sampler2D uTexDudv;\n"
67 "uniform sampler2D uTexBack;\n"
68 "\n"
69 "uniform vec2 uInvRes;\n"
70 "uniform float uTime;\n"
71 "uniform vec3 uCamera;\n"
72 "uniform float uSurfaceY;\n"
73 "uniform vec3 uBoard0;\n"
74 "uniform vec3 uBoard1;\n"
75 "\n"
76 "uniform vec3 uShoreColour;\n"
77 "uniform vec3 uOceanColour;\n"
78 "\n"
79 "#line 1 1 \n"
80 "// :D\n"
81 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
82 "\n"
83 "#line 16 0 \n"
84 "#line 1 2 \n"
85 "// :D\n"
86 "\n"
87 "in vec2 aUv;\n"
88 "in vec4 aNorm;\n"
89 "in vec3 aCo;\n"
90 "in vec3 aWorldCo;\n"
91 "\n"
92 "#line 1 1 \n"
93 "layout (location = 0) out vec4 oColour;\n"
94 "\n"
95 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
96 "layout (std140) uniform ub_world_lighting\n"
97 "{\n"
98 " vec4 g_cube_min;\n"
99 " vec4 g_cube_inv_range;\n"
100 "\n"
101 " vec4 g_water_plane;\n"
102 " vec4 g_depth_bounds;\n"
103 "\n"
104 " vec4 g_daysky_colour;\n"
105 " vec4 g_nightsky_colour;\n"
106 " vec4 g_sunset_colour;\n"
107 " vec4 g_ambient_colour;\n"
108 " vec4 g_sunset_ambient;\n"
109 " vec4 g_sun_colour;\n"
110 " vec4 g_sun_dir;\n"
111 " vec4 g_board_0;\n"
112 " vec4 g_board_1;\n"
113 "\n"
114 " float g_water_fog;\n"
115 " float g_time;\n"
116 " float g_realtime;\n"
117 " float g_shadow_length;\n"
118 " float g_shadow_spread;\n"
119 "\n"
120 " float g_time_of_day;\n"
121 " float g_day_phase;\n"
122 " float g_sunset_phase;\n"
123 "\n"
124 " int g_light_preview;\n"
125 " int g_shadow_samples;\n"
126 "\n"
127 " int g_debug_indices;\n"
128 " int g_debug_complexity;\n"
129 "};\n"
130 "\n"
131 "uniform sampler2D g_world_depth;\n"
132 "uniform samplerBuffer uLightsArray;\n"
133 "uniform usampler3D uLightsIndex;\n"
134 "\n"
135 "#line 1 1 \n"
136 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
137 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
138 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
139 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
140 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
141 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
142 "\n"
143 "const float SUN_ANGLE = 0.0001;\n"
144 "const float PI = 3.14159265358979323846264;\n"
145 "\n"
146 "//struct world_info\n"
147 "//{\n"
148 "// float time,\n"
149 "// time_of_day,\n"
150 "// day_phase,\n"
151 "// sunset_phase;\n"
152 "// \n"
153 "// vec3 sun_dir;\n"
154 "//};\n"
155 "\n"
156 "vec3 rand33(vec3 p3)\n"
157 "{\n"
158 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
159 " p3 += dot(p3, p3.yxz+33.33);\n"
160 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
161 "}\n"
162 "\n"
163 "float stars( vec3 rd, float rr, float size ){\n"
164 " vec3 co = rd * rr;\n"
165 "\n"
166 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
167 "\n"
168 " float spaces = 1.0 / rr;\n"
169 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
170 " a -= mod(a, spaces) - spaces * 0.5;\n"
171 "\n"
172 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
173 " \n"
174 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
175 " plane = plane - mod(plane, PI / count);\n"
176 "\n"
177 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
178 "\n"
179 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
180 " float ydist = sqrt(rr * rr - level * level);\n"
181 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
182 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
183 " float star = smoothstep(size, 0.0, distance(center, co));\n"
184 " return star;\n"
185 "}\n"
186 "\n"
187 "float luminance( vec3 v )\n"
188 "{\n"
189 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
190 "}\n"
191 "\n"
192 "vec3 clearskies_ambient( vec3 dir )\n"
193 "{\n"
194 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
195 " float sky_gradient = dir.y;\n"
196 " \n"
197 " /* Blend phase colours */\n"
198 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
199 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
200 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
201 " \n"
202 " /* Add gradient */\n"
203 " ambient -= sky_gradient * luminance(ambient);\n"
204 " \n"
205 " return ambient;\n"
206 "}\n"
207 "\n"
208 "vec3 clearskies_sky( vec3 ray_dir )\n"
209 "{\n"
210 " ray_dir.y = abs( ray_dir.y );\n"
211 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
212 " \n"
213 " /* Sun */\n"
214 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
215 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
216 " float sun_shape = pow( sun_size, 2000.0 );\n"
217 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
218 " \n"
219 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
220 " sun_colour *= sun_shape;\n"
221 "\n"
222 " \n"
223 " float star = 0.0;\n"
224 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
225 "\n"
226 " if( star_blend > 0.001 ){\n"
227 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
228 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
229 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
230 " }\n"
231 " }\n"
232 " \n"
233 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
234 " return composite;\n"
235 "}\n"
236 "\n"
237 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
238 "{\n"
239 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
240 "\n"
241 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
242 " g_sunset_phase );\n"
243 "\n"
244 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
245 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
246 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
247 " ) * g_sun_colour.rgb * g_day_phase;\n"
248 "\n"
249 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
250 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
251 " g_sunset_phase );\n"
252 "\n"
253 " return ambient + (light_sun + sky_reflection) * shadow;\n"
254 "}\n"
255 "\n"
256 "#line 44 0 \n"
257 "\n"
258 "float world_depth_sample( vec3 pos )\n"
259 "{\n"
260 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
261 " return texture( g_world_depth, depth_coord ).r;\n"
262 "}\n"
263 "\n"
264 "float world_water_depth( vec3 pos )\n"
265 "{\n"
266 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
267 " return world_depth_sample( pos ) - ref_depth;\n"
268 "}\n"
269 "\n"
270 "float shadow_sample( vec3 co ){\n"
271 " float height_sample = world_depth_sample( co );\n"
272 "\n"
273 " float fdelta = height_sample - co.y;\n"
274 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
275 "}\n"
276 "\n"
277 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
278 " if( g_shadow_samples == 0 ){\n"
279 " return 1.0;\n"
280 " }\n"
281 "\n"
282 " float fspread = g_shadow_spread;\n"
283 " float flength = g_shadow_length;\n"
284 "\n"
285 " float famt = 0.0;\n"
286 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
287 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
288 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
289 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
290 "\n"
291 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
292 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
293 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
294 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
295 "\n"
296 " return 1.0 - famt;\n"
297 "}\n"
298 "\n"
299 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
300 "{\n"
301 " vec3 specdir = reflect( -dir, wnormal );\n"
302 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
303 "}\n"
304 "\n"
305 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
306 " float dist = pow(fdist*0.0010,0.78);\n"
307 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
308 "}\n"
309 "\n"
310 "vec3 scene_calculate_light( int light_index, \n"
311 " vec3 halfview, vec3 co, vec3 normal )\n"
312 "{\n"
313 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
314 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
315 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
316 "\n"
317 " vec3 light_delta = light_co.xyz-co;\n"
318 " float dist2 = dot(light_delta,light_delta);\n"
319 "\n"
320 " light_delta = normalize( light_delta );\n"
321 "\n"
322 " float quadratic = dist2*100.0;\n"
323 " float attenuation = 1.0/( 1.0 + quadratic );\n"
324 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
325 "\n"
326 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
327 "\n"
328 " if( light_dir.w < 0.999999 ){\n"
329 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
330 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
331 " }\n"
332 "\n"
333 " return light_colour.rgb * attenuation * falloff \n"
334 " * step( g_day_phase, light_colour.w );\n"
335 "}\n"
336 "\n"
337 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
338 " vec3 halfview, vec3 co, vec3 normal )\n"
339 "{\n"
340 " uint light_count = packed_index & 0x3u;\n"
341 "\n"
342 " vec3 l = vec3(0.0);\n"
343 "\n"
344 " if( light_count >= 1u ){\n"
345 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
346 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
347 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
348 "\n"
349 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
350 "\n"
351 " if( light_count >= 2u ){\n"
352 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
353 "\n"
354 " if( light_count >= 3u ){\n"
355 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
356 " }\n"
357 " }\n"
358 " }\n"
359 "\n"
360 " return l;\n"
361 "}\n"
362 "\n"
363 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
364 " float light_mask )\n"
365 "{\n"
366 " if( g_light_preview == 1 )\n"
367 " diffuse = vec3(0.75);\n"
368 "\n"
369 " // Lighting\n"
370 " vec3 halfview = uCamera - co;\n"
371 " float fdist = length(halfview);\n"
372 " halfview /= fdist;\n"
373 "\n"
374 " float world_shadow = newlight_compute_sun_shadow( \n"
375 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
376 "\n"
377 " vec3 total_light = clearskies_lighting( \n"
378 " normal, min( light_mask, world_shadow ), halfview );\n"
379 "\n"
380 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
381 " cube_coord = floor( cube_coord );\n"
382 "\n"
383 " if( g_debug_indices == 1 )\n"
384 " {\n"
385 " return rand33(cube_coord);\n"
386 " }\n"
387 "\n"
388 " if( g_debug_complexity == 1 )\n"
389 " {\n"
390 " ivec3 coord = ivec3( cube_coord );\n"
391 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
392 "\n"
393 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
394 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
395 " }\n"
396 "\n"
397 " // FIXME: this coord should absolutely must be clamped!\n"
398 " \n"
399 " ivec3 coord = ivec3( cube_coord );\n"
400 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
401 "\n"
402 " total_light += \n"
403 " scene_calculate_packed_light_patch( index_sample.x,\n"
404 " halfview, co, normal ) \n"
405 " * light_mask;\n"
406 " total_light += \n"
407 " scene_calculate_packed_light_patch( index_sample.y,\n"
408 " halfview, co, normal )\n"
409 " * light_mask;\n"
410 "\n"
411 " // Take a section of the sky function to give us a matching fog colour\n"
412 "\n"
413 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
414 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
415 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
416 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
417 " \n"
418 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
419 " sun_colour *= sun_shape;\n"
420 "\n"
421 " fog_colour += sun_colour;\n"
422 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
423 "}\n"
424 "\n"
425 "#line 9 0 \n"
426 "\n"
427 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
428 "{\n"
429 " vec3 pa = p - a;\n"
430 " vec3 ba = b - a;\n"
431 "\n"
432 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
433 " return length( pa - ba*h );\n"
434 "}\n"
435 "\n"
436 "float compute_board_shadow()\n"
437 "{\n"
438 " // player shadow\n"
439 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
440 " g_board_1.xyz )-0.1 );\n"
441 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
442 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
443 "\n"
444 " return 1.0 - player_shadow*0.8;\n"
445 "}\n"
446 "\n"
447 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
448 "{\n"
449 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
450 "}\n"
451 "\n"
452 "#line 17 0 \n"
453 "#line 1 3 \n"
454 "const float k_motion_lerp_amount = 0.01;\n"
455 "\n"
456 "#line 2 0 \n"
457 "\n"
458 "layout (location = 1) out vec2 oMotionVec;\n"
459 "\n"
460 "in vec3 aMotionVec0;\n"
461 "in vec3 aMotionVec1;\n"
462 "\n"
463 "void compute_motion_vectors()\n"
464 "{\n"
465 " // Write motion vectors\n"
466 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
467 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
468 "\n"
469 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
470 "}\n"
471 "\n"
472 "#line 18 0 \n"
473 "\n"
474 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
475 " vec4 beneath, vec4 above )\n"
476 "{\n"
477 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
478 "\n"
479 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
480 "\n"
481 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
482 " vec3 specdir = reflect( -lightdir, vnorm );\n"
483 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
484 " \n"
485 " // Depth \n"
486 " float depthblend = pow( beneath.r, 0.8 );\n"
487 "\n"
488 " // Composite\n"
489 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
490 " //vsurface += spec;\n"
491 "\n"
492 " return vec4( vsurface,depthblend );\n"
493 "}\n"
494 "\n"
495 "void main()\n"
496 "{\n"
497 " compute_motion_vectors();\n"
498 "\n"
499 " // Create texture coords\n"
500 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
501 " \n"
502 " // Surface colour composite\n"
503 " float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
504 "\n"
505 " vec2 world_coord = aCo.xz * 0.008;\n"
506 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
507 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
508 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
509 "\n"
510 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
511 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
512 " \n"
513 " // Foam\n"
514 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
515 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
516 "\n"
517 " // Lighting\n"
518 " vec3 halfview = -normalize( aCo-uCamera );\n"
519 "\n"
520 " // Sample textures\n"
521 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
522 " vec4 beneath = texture( uTexBack, ssuv );\n"
523 "\n"
524 " // Fog\n"
525 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
526 "\n"
527 " // Composite\n"
528 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
529 " vsurface.a -= fdist;\n"
530 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
531 " oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
532 "}\n"
533 ""},
534 };
535
536 static GLuint _uniform_scene_water_uMdl;
537 static GLuint _uniform_scene_water_uPv;
538 static GLuint _uniform_scene_water_uPvmPrev;
539 static GLuint _uniform_scene_water_uTexMain;
540 static GLuint _uniform_scene_water_uTexDudv;
541 static GLuint _uniform_scene_water_uTexBack;
542 static GLuint _uniform_scene_water_uInvRes;
543 static GLuint _uniform_scene_water_uTime;
544 static GLuint _uniform_scene_water_uCamera;
545 static GLuint _uniform_scene_water_uSurfaceY;
546 static GLuint _uniform_scene_water_uBoard0;
547 static GLuint _uniform_scene_water_uBoard1;
548 static GLuint _uniform_scene_water_uShoreColour;
549 static GLuint _uniform_scene_water_uOceanColour;
550 static GLuint _uniform_scene_water_g_world_depth;
551 static GLuint _uniform_scene_water_uLightsArray;
552 static GLuint _uniform_scene_water_uLightsIndex;
553 static void shader_scene_water_uMdl(m4x3f m){
554 glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(float*)m);
555 }
556 static void shader_scene_water_uPv(m4x4f m){
557 glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(float*)m);
558 }
559 static void shader_scene_water_uPvmPrev(m4x4f m){
560 glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(float*)m);
561 }
562 static void shader_scene_water_uTexMain(int i){
563 glUniform1i(_uniform_scene_water_uTexMain,i);
564 }
565 static void shader_scene_water_uTexDudv(int i){
566 glUniform1i(_uniform_scene_water_uTexDudv,i);
567 }
568 static void shader_scene_water_uTexBack(int i){
569 glUniform1i(_uniform_scene_water_uTexBack,i);
570 }
571 static void shader_scene_water_uInvRes(v2f v){
572 glUniform2fv(_uniform_scene_water_uInvRes,1,v);
573 }
574 static void shader_scene_water_uTime(float f){
575 glUniform1f(_uniform_scene_water_uTime,f);
576 }
577 static void shader_scene_water_uCamera(v3f v){
578 glUniform3fv(_uniform_scene_water_uCamera,1,v);
579 }
580 static void shader_scene_water_uSurfaceY(float f){
581 glUniform1f(_uniform_scene_water_uSurfaceY,f);
582 }
583 static void shader_scene_water_uBoard0(v3f v){
584 glUniform3fv(_uniform_scene_water_uBoard0,1,v);
585 }
586 static void shader_scene_water_uBoard1(v3f v){
587 glUniform3fv(_uniform_scene_water_uBoard1,1,v);
588 }
589 static void shader_scene_water_uShoreColour(v3f v){
590 glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
591 }
592 static void shader_scene_water_uOceanColour(v3f v){
593 glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
594 }
595 static void shader_scene_water_g_world_depth(int i){
596 glUniform1i(_uniform_scene_water_g_world_depth,i);
597 }
598 static void shader_scene_water_register(void){
599 vg_shader_register( &_shader_scene_water );
600 }
601 static void shader_scene_water_use(void){ glUseProgram(_shader_scene_water.id); }
602 static void shader_scene_water_link(void){
603 _uniform_scene_water_uMdl = glGetUniformLocation( _shader_scene_water.id, "uMdl" );
604 _uniform_scene_water_uPv = glGetUniformLocation( _shader_scene_water.id, "uPv" );
605 _uniform_scene_water_uPvmPrev = glGetUniformLocation( _shader_scene_water.id, "uPvmPrev" );
606 _uniform_scene_water_uTexMain = glGetUniformLocation( _shader_scene_water.id, "uTexMain" );
607 _uniform_scene_water_uTexDudv = glGetUniformLocation( _shader_scene_water.id, "uTexDudv" );
608 _uniform_scene_water_uTexBack = glGetUniformLocation( _shader_scene_water.id, "uTexBack" );
609 _uniform_scene_water_uInvRes = glGetUniformLocation( _shader_scene_water.id, "uInvRes" );
610 _uniform_scene_water_uTime = glGetUniformLocation( _shader_scene_water.id, "uTime" );
611 _uniform_scene_water_uCamera = glGetUniformLocation( _shader_scene_water.id, "uCamera" );
612 _uniform_scene_water_uSurfaceY = glGetUniformLocation( _shader_scene_water.id, "uSurfaceY" );
613 _uniform_scene_water_uBoard0 = glGetUniformLocation( _shader_scene_water.id, "uBoard0" );
614 _uniform_scene_water_uBoard1 = glGetUniformLocation( _shader_scene_water.id, "uBoard1" );
615 _uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
616 _uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
617 _uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
618 _uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
619 _uniform_scene_water_uLightsIndex = glGetUniformLocation( _shader_scene_water.id, "uLightsIndex" );
620 }
621 #endif /* SHADER_scene_water_H */