ac987dd5204c6f15feb79c77bc4d6fff46469757
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
1 #ifndef SHADER_scene_water_fast_H
2 #define SHADER_scene_water_fast_H
3 static void shader_scene_water_fast_link(void);
4 static void shader_scene_water_fast_register(void);
5 static struct vg_shader _shader_scene_water_fast = {
6 .name = "scene_water_fast",
7 .link = shader_scene_water_fast_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_fast.fs",
64 .static_src =
65 "uniform sampler2D uTexDudv;\n"
66 "\n"
67 "uniform float uTime;\n"
68 "uniform vec3 uCamera;\n"
69 "uniform float uSurfaceY;\n"
70 "uniform vec3 uBoard0;\n"
71 "uniform vec3 uBoard1;\n"
72 "\n"
73 "uniform vec3 uShoreColour;\n"
74 "uniform vec3 uOceanColour;\n"
75 "\n"
76 "#line 1 1 \n"
77 "// :D\n"
78 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
79 "\n"
80 "#line 13 0 \n"
81 "#line 1 2 \n"
82 "// :D\n"
83 "\n"
84 "in vec2 aUv;\n"
85 "in vec4 aNorm;\n"
86 "in vec3 aCo;\n"
87 "in vec3 aWorldCo;\n"
88 "\n"
89 "#line 1 1 \n"
90 "layout (location = 0) out vec4 oColour;\n"
91 "\n"
92 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
93 "layout (std140) uniform ub_world_lighting\n"
94 "{\n"
95 " vec4 g_cube_min;\n"
96 " vec4 g_cube_inv_range;\n"
97 "\n"
98 " vec4 g_water_plane;\n"
99 " vec4 g_depth_bounds;\n"
100 "\n"
101 " vec4 g_daysky_colour;\n"
102 " vec4 g_nightsky_colour;\n"
103 " vec4 g_sunset_colour;\n"
104 " vec4 g_ambient_colour;\n"
105 " vec4 g_sunset_ambient;\n"
106 " vec4 g_sun_colour;\n"
107 " vec4 g_sun_dir;\n"
108 " vec4 g_board_0;\n"
109 " vec4 g_board_1;\n"
110 "\n"
111 " float g_water_fog;\n"
112 " float g_time;\n"
113 " float g_realtime;\n"
114 " float g_shadow_length;\n"
115 " float g_shadow_spread;\n"
116 "\n"
117 " float g_time_of_day;\n"
118 " float g_day_phase;\n"
119 " float g_sunset_phase;\n"
120 "\n"
121 " int g_light_preview;\n"
122 " int g_shadow_samples;\n"
123 "\n"
124 " int g_debug_indices;\n"
125 " int g_debug_complexity;\n"
126 "};\n"
127 "\n"
128 "uniform sampler2D g_world_depth;\n"
129 "uniform samplerBuffer uLightsArray;\n"
130 "uniform usampler3D uLightsIndex;\n"
131 "\n"
132 "#line 1 1 \n"
133 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
134 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
135 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
136 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
137 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
138 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
139 "\n"
140 "const float SUN_ANGLE = 0.0001;\n"
141 "const float PI = 3.14159265358979323846264;\n"
142 "\n"
143 "//struct world_info\n"
144 "//{\n"
145 "// float time,\n"
146 "// time_of_day,\n"
147 "// day_phase,\n"
148 "// sunset_phase;\n"
149 "// \n"
150 "// vec3 sun_dir;\n"
151 "//};\n"
152 "\n"
153 "vec3 rand33(vec3 p3)\n"
154 "{\n"
155 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
156 " p3 += dot(p3, p3.yxz+33.33);\n"
157 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
158 "}\n"
159 "\n"
160 "float stars( vec3 rd, float rr, float size ){\n"
161 " vec3 co = rd * rr;\n"
162 "\n"
163 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
164 "\n"
165 " float spaces = 1.0 / rr;\n"
166 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
167 " a -= mod(a, spaces) - spaces * 0.5;\n"
168 "\n"
169 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
170 " \n"
171 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
172 " plane = plane - mod(plane, PI / count);\n"
173 "\n"
174 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
175 "\n"
176 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
177 " float ydist = sqrt(rr * rr - level * level);\n"
178 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
179 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
180 " float star = smoothstep(size, 0.0, distance(center, co));\n"
181 " return star;\n"
182 "}\n"
183 "\n"
184 "float luminance( vec3 v )\n"
185 "{\n"
186 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
187 "}\n"
188 "\n"
189 "vec3 clearskies_ambient( vec3 dir )\n"
190 "{\n"
191 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
192 " float sky_gradient = dir.y;\n"
193 " \n"
194 " /* Blend phase colours */\n"
195 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
196 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
197 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
198 " \n"
199 " /* Add gradient */\n"
200 " ambient -= sky_gradient * luminance(ambient);\n"
201 " \n"
202 " return ambient;\n"
203 "}\n"
204 "\n"
205 "vec3 clearskies_sky( vec3 ray_dir )\n"
206 "{\n"
207 " ray_dir.y = abs( ray_dir.y );\n"
208 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
209 " \n"
210 " /* Sun */\n"
211 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
212 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
213 " float sun_shape = pow( sun_size, 2000.0 );\n"
214 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
215 " \n"
216 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
217 " sun_colour *= sun_shape;\n"
218 "\n"
219 " \n"
220 " float star = 0.0;\n"
221 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
222 "\n"
223 " if( star_blend > 0.001 ){\n"
224 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
225 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
226 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
227 " }\n"
228 " }\n"
229 " \n"
230 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
231 " return composite;\n"
232 "}\n"
233 "\n"
234 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
235 "{\n"
236 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
237 "\n"
238 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
239 " g_sunset_phase );\n"
240 "\n"
241 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
242 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
243 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
244 " ) * g_sun_colour.rgb * g_day_phase;\n"
245 "\n"
246 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
247 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
248 " g_sunset_phase );\n"
249 "\n"
250 " return ambient + (light_sun + sky_reflection) * shadow;\n"
251 "}\n"
252 "\n"
253 "#line 44 0 \n"
254 "\n"
255 "float world_depth_sample( vec3 pos )\n"
256 "{\n"
257 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
258 " return texture( g_world_depth, depth_coord ).r;\n"
259 "}\n"
260 "\n"
261 "float world_water_depth( vec3 pos )\n"
262 "{\n"
263 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
264 " return world_depth_sample( pos ) - ref_depth;\n"
265 "}\n"
266 "\n"
267 "float shadow_sample( vec3 co ){\n"
268 " float height_sample = world_depth_sample( co );\n"
269 "\n"
270 " float fdelta = height_sample - co.y;\n"
271 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
272 "}\n"
273 "\n"
274 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
275 " if( g_shadow_samples == 0 ){\n"
276 " return 1.0;\n"
277 " }\n"
278 "\n"
279 " float fspread = g_shadow_spread;\n"
280 " float flength = g_shadow_length;\n"
281 "\n"
282 " float famt = 0.0;\n"
283 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
284 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
285 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
286 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
287 "\n"
288 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
289 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
290 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
291 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
292 "\n"
293 " return 1.0 - famt;\n"
294 "}\n"
295 "\n"
296 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
297 "{\n"
298 " vec3 specdir = reflect( -dir, wnormal );\n"
299 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
300 "}\n"
301 "\n"
302 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
303 " float dist = pow(fdist*0.0010,0.78);\n"
304 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
305 "}\n"
306 "\n"
307 "vec3 scene_calculate_light( int light_index, \n"
308 " vec3 halfview, vec3 co, vec3 normal )\n"
309 "{\n"
310 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
311 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
312 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
313 "\n"
314 " vec3 light_delta = light_co.xyz-co;\n"
315 " float dist2 = dot(light_delta,light_delta);\n"
316 "\n"
317 " light_delta = normalize( light_delta );\n"
318 "\n"
319 " float quadratic = dist2*100.0;\n"
320 " float attenuation = 1.0/( 1.0 + quadratic );\n"
321 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
322 "\n"
323 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
324 "\n"
325 " if( light_dir.w < 0.999999 ){\n"
326 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
327 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
328 " }\n"
329 "\n"
330 " return light_colour.rgb * attenuation * falloff \n"
331 " * step( g_day_phase, light_colour.w );\n"
332 "}\n"
333 "\n"
334 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
335 " vec3 halfview, vec3 co, vec3 normal )\n"
336 "{\n"
337 " uint light_count = packed_index & 0x3u;\n"
338 "\n"
339 " vec3 l = vec3(0.0);\n"
340 "\n"
341 " if( light_count >= 1u ){\n"
342 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
343 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
344 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
345 "\n"
346 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
347 "\n"
348 " if( light_count >= 2u ){\n"
349 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
350 "\n"
351 " if( light_count >= 3u ){\n"
352 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
353 " }\n"
354 " }\n"
355 " }\n"
356 "\n"
357 " return l;\n"
358 "}\n"
359 "\n"
360 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
361 " float light_mask )\n"
362 "{\n"
363 " if( g_light_preview == 1 )\n"
364 " diffuse = vec3(0.75);\n"
365 "\n"
366 " // Lighting\n"
367 " vec3 halfview = uCamera - co;\n"
368 " float fdist = length(halfview);\n"
369 " halfview /= fdist;\n"
370 "\n"
371 " float world_shadow = newlight_compute_sun_shadow( \n"
372 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
373 "\n"
374 " vec3 total_light = clearskies_lighting( \n"
375 " normal, min( light_mask, world_shadow ), halfview );\n"
376 "\n"
377 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
378 " cube_coord = floor( cube_coord );\n"
379 "\n"
380 " if( g_debug_indices == 1 )\n"
381 " {\n"
382 " return rand33(cube_coord);\n"
383 " }\n"
384 "\n"
385 " if( g_debug_complexity == 1 )\n"
386 " {\n"
387 " ivec3 coord = ivec3( cube_coord );\n"
388 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
389 "\n"
390 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
391 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
392 " }\n"
393 "\n"
394 " // FIXME: this coord should absolutely must be clamped!\n"
395 " \n"
396 " ivec3 coord = ivec3( cube_coord );\n"
397 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
398 "\n"
399 " total_light += \n"
400 " scene_calculate_packed_light_patch( index_sample.x,\n"
401 " halfview, co, normal ) \n"
402 " * light_mask;\n"
403 " total_light += \n"
404 " scene_calculate_packed_light_patch( index_sample.y,\n"
405 " halfview, co, normal )\n"
406 " * light_mask;\n"
407 "\n"
408 " // Take a section of the sky function to give us a matching fog colour\n"
409 "\n"
410 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
411 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
412 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
413 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
414 " \n"
415 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
416 " sun_colour *= sun_shape;\n"
417 "\n"
418 " fog_colour += sun_colour;\n"
419 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
420 "}\n"
421 "\n"
422 "#line 9 0 \n"
423 "\n"
424 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
425 "{\n"
426 " vec3 pa = p - a;\n"
427 " vec3 ba = b - a;\n"
428 "\n"
429 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
430 " return length( pa - ba*h );\n"
431 "}\n"
432 "\n"
433 "float compute_board_shadow()\n"
434 "{\n"
435 " // player shadow\n"
436 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
437 " g_board_1.xyz )-0.1 );\n"
438 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
439 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
440 "\n"
441 " return 1.0 - player_shadow*0.8;\n"
442 "}\n"
443 "\n"
444 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
445 "{\n"
446 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
447 "}\n"
448 "\n"
449 "#line 14 0 \n"
450 "#line 1 3 \n"
451 "const float k_motion_lerp_amount = 0.01;\n"
452 "\n"
453 "#line 2 0 \n"
454 "\n"
455 "layout (location = 1) out vec2 oMotionVec;\n"
456 "\n"
457 "in vec3 aMotionVec0;\n"
458 "in vec3 aMotionVec1;\n"
459 "\n"
460 "void compute_motion_vectors()\n"
461 "{\n"
462 " // Write motion vectors\n"
463 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
464 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
465 "\n"
466 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
467 "}\n"
468 "\n"
469 "#line 15 0 \n"
470 "\n"
471 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
472 "{\n"
473 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
474 "\n"
475 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
476 "\n"
477 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
478 " vec3 specdir = reflect( -lightdir, vnorm );\n"
479 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
480 " \n"
481 " return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );\n"
482 "}\n"
483 "\n"
484 "void main()\n"
485 "{\n"
486 " compute_motion_vectors();\n"
487 "\n"
488 " // Surface colour composite\n"
489 " float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
490 "\n"
491 " vec2 world_coord = aCo.xz * 0.008;\n"
492 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
493 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
494 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
495 "\n"
496 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
497 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
498 " \n"
499 " // Foam\n"
500 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
501 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
502 "\n"
503 " // Lighting\n"
504 " vec3 halfview = -normalize( aCo-uCamera );\n"
505 "\n"
506 " // Fog\n"
507 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
508 "\n"
509 " // Composite\n"
510 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
511 " vsurface.a -= fdist;\n"
512 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
513 " oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
514 "}\n"
515 ""},
516 };
517
518 static GLuint _uniform_scene_water_fast_uMdl;
519 static GLuint _uniform_scene_water_fast_uPv;
520 static GLuint _uniform_scene_water_fast_uPvmPrev;
521 static GLuint _uniform_scene_water_fast_uTexDudv;
522 static GLuint _uniform_scene_water_fast_uTime;
523 static GLuint _uniform_scene_water_fast_uCamera;
524 static GLuint _uniform_scene_water_fast_uSurfaceY;
525 static GLuint _uniform_scene_water_fast_uBoard0;
526 static GLuint _uniform_scene_water_fast_uBoard1;
527 static GLuint _uniform_scene_water_fast_uShoreColour;
528 static GLuint _uniform_scene_water_fast_uOceanColour;
529 static GLuint _uniform_scene_water_fast_g_world_depth;
530 static GLuint _uniform_scene_water_fast_uLightsArray;
531 static GLuint _uniform_scene_water_fast_uLightsIndex;
532 static void shader_scene_water_fast_uMdl(m4x3f m){
533 glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl,1,GL_FALSE,(float*)m);
534 }
535 static void shader_scene_water_fast_uPv(m4x4f m){
536 glUniformMatrix4fv(_uniform_scene_water_fast_uPv,1,GL_FALSE,(float*)m);
537 }
538 static void shader_scene_water_fast_uPvmPrev(m4x4f m){
539 glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev,1,GL_FALSE,(float*)m);
540 }
541 static void shader_scene_water_fast_uTexDudv(int i){
542 glUniform1i(_uniform_scene_water_fast_uTexDudv,i);
543 }
544 static void shader_scene_water_fast_uTime(float f){
545 glUniform1f(_uniform_scene_water_fast_uTime,f);
546 }
547 static void shader_scene_water_fast_uCamera(v3f v){
548 glUniform3fv(_uniform_scene_water_fast_uCamera,1,v);
549 }
550 static void shader_scene_water_fast_uSurfaceY(float f){
551 glUniform1f(_uniform_scene_water_fast_uSurfaceY,f);
552 }
553 static void shader_scene_water_fast_uBoard0(v3f v){
554 glUniform3fv(_uniform_scene_water_fast_uBoard0,1,v);
555 }
556 static void shader_scene_water_fast_uBoard1(v3f v){
557 glUniform3fv(_uniform_scene_water_fast_uBoard1,1,v);
558 }
559 static void shader_scene_water_fast_uShoreColour(v3f v){
560 glUniform3fv(_uniform_scene_water_fast_uShoreColour,1,v);
561 }
562 static void shader_scene_water_fast_uOceanColour(v3f v){
563 glUniform3fv(_uniform_scene_water_fast_uOceanColour,1,v);
564 }
565 static void shader_scene_water_fast_g_world_depth(int i){
566 glUniform1i(_uniform_scene_water_fast_g_world_depth,i);
567 }
568 static void shader_scene_water_fast_register(void){
569 vg_shader_register( &_shader_scene_water_fast );
570 }
571 static void shader_scene_water_fast_use(void){ glUseProgram(_shader_scene_water_fast.id); }
572 static void shader_scene_water_fast_link(void){
573 _uniform_scene_water_fast_uMdl = glGetUniformLocation( _shader_scene_water_fast.id, "uMdl" );
574 _uniform_scene_water_fast_uPv = glGetUniformLocation( _shader_scene_water_fast.id, "uPv" );
575 _uniform_scene_water_fast_uPvmPrev = glGetUniformLocation( _shader_scene_water_fast.id, "uPvmPrev" );
576 _uniform_scene_water_fast_uTexDudv = glGetUniformLocation( _shader_scene_water_fast.id, "uTexDudv" );
577 _uniform_scene_water_fast_uTime = glGetUniformLocation( _shader_scene_water_fast.id, "uTime" );
578 _uniform_scene_water_fast_uCamera = glGetUniformLocation( _shader_scene_water_fast.id, "uCamera" );
579 _uniform_scene_water_fast_uSurfaceY = glGetUniformLocation( _shader_scene_water_fast.id, "uSurfaceY" );
580 _uniform_scene_water_fast_uBoard0 = glGetUniformLocation( _shader_scene_water_fast.id, "uBoard0" );
581 _uniform_scene_water_fast_uBoard1 = glGetUniformLocation( _shader_scene_water_fast.id, "uBoard1" );
582 _uniform_scene_water_fast_uShoreColour = glGetUniformLocation( _shader_scene_water_fast.id, "uShoreColour" );
583 _uniform_scene_water_fast_uOceanColour = glGetUniformLocation( _shader_scene_water_fast.id, "uOceanColour" );
584 _uniform_scene_water_fast_g_world_depth = glGetUniformLocation( _shader_scene_water_fast.id, "g_world_depth" );
585 _uniform_scene_water_fast_uLightsArray = glGetUniformLocation( _shader_scene_water_fast.id, "uLightsArray" );
586 _uniform_scene_water_fast_uLightsIndex = glGetUniformLocation( _shader_scene_water_fast.id, "uLightsIndex" );
587 }
588 #endif /* SHADER_scene_water_fast_H */