townforge/GameData/Shaders/GLSL/TownforgeTerrain.glsl
2022-08-02 06:19:05 +00:00

337 lines
11 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
#include "Fog.glsl"
varying vec2 vTexCoord;
#ifndef GL_ES
varying vec2 vDetailTexCoord;
#else
varying mediump vec2 vDetailTexCoord;
#endif
varying vec3 vNormal;
varying vec4 vWorldPos;
#ifdef PERPIXEL
#ifdef SHADOW
#ifndef GL_ES
varying vec4 vShadowPos[NUMCASCADES];
#else
varying highp vec4 vShadowPos[NUMCASCADES];
#endif
#endif
#ifdef SPOTLIGHT
varying vec4 vSpotPos;
#endif
#ifdef POINTLIGHT
varying vec3 vCubeMaskVec;
#endif
#else
varying vec3 vVertexLight;
varying vec4 vScreenPos;
#ifdef ENVCUBEMAP
varying vec3 vReflectionVec;
#endif
#if defined(LIGHTMAP) || defined(AO)
varying vec2 vTexCoord2;
#endif
#endif
uniform sampler2D sWeightMap0;
uniform sampler2D sDetailMap1;
uniform sampler2D sDetailMap2;
uniform sampler2D sDetailMap3;
uniform sampler2D sDetailMap4;
uniform sampler2D sDetailMap5;
uniform sampler2D sHighlightMap6;
#ifdef SNOWTEXTURE
uniform sampler2D sSnowMap7;
#endif
uniform sampler2D sSurfMap8;
uniform sampler2D sNoiseMap9;
#ifndef GL_ES
uniform vec2 cDetailTiling;
#else
uniform mediump vec2 cDetailTiling;
#endif
#ifdef SNOWTEXTURE
uniform float cTemperature;
uniform float cSnowinessMinTemperature;
uniform float cSnowinessMaxTemperature;
uniform float cTemperatureAltitudeFloor;
uniform float cTemperatureAltitudeDecrease;
uniform float cMaxSnowDepth;
const float min_snow_threshold = 0.25;
const float max_snow_threshold = 0.95;
const float snow_saturation = 0.15;
uniform float cSnowDarkening;
#ifndef SNOWTEXTURE
const vec4 snowColor = vec4(184.0 / 255.0, 183.0 / 255.0, 209 / 255.0, 1.0);
#endif
#endif
uniform vec4 cHighlightColor;
uniform float cSandThreshold;
const float sand_rgb_multiplier = 0.6;
const float sand_tiling_multiplier = 4.0;
#ifdef WATER
uniform float cWaterLevel;
varying float water_depth;
#endif
#ifdef SNOWTEXTURE
varying float snowiness;
varying float snow_depth;
float GetSnowinessAtHeight(float height)
{
#ifdef WATER
if (height < cWaterLevel)
return 0.0;
#endif
height = max(height - cTemperatureAltitudeFloor, 0.0);
float temperature = cTemperature - height * cTemperatureAltitudeDecrease;
temperature = max(temperature, cSnowinessMinTemperature);
temperature = min(temperature, cSnowinessMaxTemperature);
return (cSnowinessMaxTemperature - temperature) / (cSnowinessMaxTemperature - cSnowinessMinTemperature);
}
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vNormal = GetWorldNormal(modelMatrix);
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
vTexCoord = GetTexCoord(iTexCoord);
vDetailTexCoord = cDetailTiling * vTexCoord;
#ifdef PERPIXEL
// Per-pixel forward lighting
vec4 projWorldPos = vec4(worldPos, 1.0);
#ifdef SHADOW
// Shadow projection: transform from world space to shadow space
for (int i = 0; i < NUMCASCADES; i++)
vShadowPos[i] = GetShadowPos(i, vNormal, projWorldPos);
#endif
#ifdef SPOTLIGHT
// Spotlight projection: transform from world space to projector texture coordinates
vSpotPos = projWorldPos * cLightMatrices[0];
#endif
#ifdef POINTLIGHT
vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
#endif
#else
// Ambient & per-vertex lighting
#if defined(LIGHTMAP) || defined(AO)
// If using lightmap, disregard zone ambient light
// If using AO, calculate ambient in the PS
vVertexLight = vec3(0.0, 0.0, 0.0);
vTexCoord2 = iTexCoord1;
#else
vVertexLight = GetAmbient(GetZonePos(worldPos));
#endif
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
#endif
vScreenPos = GetScreenPos(gl_Position);
#ifdef ENVCUBEMAP
vReflectionVec = worldPos - cCameraPos;
#endif
#endif
#ifdef SNOWTEXTURE
snowiness = GetSnowinessAtHeight(vWorldPos.y);
float snow_threshold = min_snow_threshold * snowiness + max_snow_threshold * (1.0 - snowiness);
float upness = min((max(2.0 * snowiness * dot(vNormal, vec3(0.0, 1.0, 0.0)), snow_threshold) - snow_threshold) / (1.0 + snow_saturation - snow_threshold), 1.0);
snow_depth = snowiness * max((upness - 0.5), 0.0) * 2;
#endif
// gl_Position.y += snow_depth * cMaxSnowDepth;
#ifdef WATER
water_depth = vWorldPos.y - cWaterLevel;
#endif
}
#ifdef TEXTURE_NOTILE
// https://iquilezles.org/articles/texturerepetition/
float sumv( vec4 v ) { return v.x+v.y+v.z; }
vec4 textureNoTile( sampler2D s, in vec2 uv, in vec2 pos )
{
// sample variation pattern
float k = texture2D( sNoiseMap9, 0.001*pos ).x; // cheap (cache friendly) lookup
// compute index
float index = k*8.0;
float i = floor( index );
float f = fract( index );
// offsets for the different virtual patterns
vec2 offa = sin(vec2(3.0,7.0)*(i+0.0)); // can replace with any other hash
vec2 offb = sin(vec2(3.0,7.0)*(i+1.0)); // can replace with any other hash
// sample the two closest virtual patterns
vec4 cola = texture2D( s, uv + offa);
vec4 colb = texture2D( s, uv + offb);
// interpolate between the two virtual patterns
return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sumv(cola-colb)) );
}
#else
vec4 textureNoTile( sampler2D s, in vec2 uv, in vec2 pos )
{
return texture2D(s, uv);
}
#endif
void PS()
{
// Get material diffuse albedo
vec4 diffColor;
vec3 weights = texture2D(sWeightMap0, vTexCoord).rgb;
float sumWeights = weights.r + weights.g + weights.b;
if (sumWeights == 0.0)
{
diffColor = cMatDiffColor * (
#ifndef SNOWTEXTURE
textureNoTile(sDetailMap5, vDetailTexCoord * sand_tiling_multiplier, vWorldPos.xz) * sand_rgb_multiplier
#else
textureNoTile(sDetailMap5, vDetailTexCoord, vWorldPos.xz) * (1.0 - snowiness) +
textureNoTile(sDetailMap4, vDetailTexCoord, vWorldPos.xz) * snowiness
#endif
);
}
else
{
weights /= sumWeights;
diffColor = cMatDiffColor * (
#ifndef SNOWTEXTURE
weights.r * textureNoTile(sDetailMap1, vDetailTexCoord, vWorldPos.xz) +
#else
weights.r * textureNoTile(sDetailMap1, vDetailTexCoord, vWorldPos.xz) * (1.0 - snowiness) +
weights.r * textureNoTile(sDetailMap4, vDetailTexCoord, vWorldPos.xz) * snowiness +
#endif
weights.g * textureNoTile(sDetailMap2, vDetailTexCoord, vWorldPos.xz) +
weights.b * textureNoTile(sDetailMap3, vDetailTexCoord, vWorldPos.xz)
);
}
// Get material specular albedo
vec3 specColor = cMatSpecColor.rgb;
// Get normal
#ifdef APPROXIMATENORMAL
vec3 normal = vNormal;
#else
vec3 normal = normalize(vNormal);
#endif
#ifdef SNOWTEXTURE
vec4 snowColor = textureNoTile(sSnowMap7, vTexCoord * 2, vWorldPos.xz) * cSnowDarkening;
diffColor = diffColor * (1.0 - snow_depth) + snowColor * snow_depth * cSnowDarkening;
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
#else
float fogFactor = GetFogFactor(vWorldPos.w);
#endif
#if defined(PERPIXEL)
// Per-pixel forward lighting
vec3 lightColor;
vec3 lightDir;
vec3 finalColor;
float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
#ifdef SHADOW
diff *= GetShadow(vShadowPos, vWorldPos.w);
#endif
#if defined(SPOTLIGHT)
lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
#elif defined(CUBEMASK)
lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
#ifdef SPECULAR
float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
#else
finalColor = diff * lightColor * diffColor.rgb;
#endif
#ifdef AMBIENT
finalColor += cAmbientColor.rgb * diffColor.rgb;
finalColor += cMatEmissiveColor;
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
#else
gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
#endif
#elif defined(PREPASS)
// Fill light pre-pass G-Buffer
float specPower = cMatSpecColor.a / 255.0;
gl_FragData[0] = vec4(normal * 0.5 + 0.5, specPower);
gl_FragData[1] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#elif defined(DEFERRED)
// Fill deferred G-buffer
float specIntensity = specColor.g;
float specPower = cMatSpecColor.a / 255.0;
gl_FragData[0] = vec4(GetFog(vVertexLight * diffColor.rgb, fogFactor), 1.0);
gl_FragData[1] = fogFactor * vec4(diffColor.rgb, specIntensity);
gl_FragData[2] = vec4(normal * 0.5 + 0.5, specPower);
gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#else
// Ambient & per-vertex lighting
vec3 finalColor = vVertexLight * diffColor.rgb;
#ifdef MATERIAL
// Add light pre-pass accumulation result
// Lights are accumulated at half intensity. Bring back to full intensity now
vec4 lightInput = 2.0 * texture2DProj(sLightBuffer, vScreenPos);
vec3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
#endif
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
float selected = texture2D(sHighlightMap6, vTexCoord).r;
gl_FragColor = gl_FragColor * (1.0 - selected / 2.0) + cHighlightColor * selected / 2.0;
#ifdef WATER
if (water_depth < 0.0)
{
float t_green = max(1.0 + water_depth * 0.2, 0.0) * 0.35;
gl_FragColor = mix(gl_FragColor, vec4(0.2, 1.0, 0.7, 1.0), t_green);
float t_white = max(1.0 + water_depth * 2.0, 0.0);
vec4 surf_dest = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = mix(gl_FragColor, surf_dest, t_white);
}
#endif
}