diff options
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/commonPoint.glsl | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.glsl | 3 | ||||
-rw-r--r-- | gfx/gl/shaders/dynamicPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/dynamicPointInst.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/fixedPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/landmass.fs | 6 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.fs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.gs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.vs | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInst.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.fs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.gs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.vs | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/water.fs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/water.vs | 7 |
17 files changed, 33 insertions, 15 deletions
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl index 35510e1..046da27 100644 --- a/gfx/gl/shaders/commonPoint.glsl +++ b/gfx/gl/shaders/commonPoint.glsl @@ -24,5 +24,5 @@ main() Colour = colour; Material = getMaterialDetail(material); - gl_Position = viewProjection * worldPos; + gl_Position = viewProjection * vec4(FragPos - viewPoint + modelPos, 1); } diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index c7cbd3e..216642e 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,6 +1,7 @@ void main() { - gl_Position = viewProjection * model * vec4(position, 1.0); + vec4 worldPos = model * vec4(position, 1.0); + gl_Position = viewProjection * vec4(worldPos.xyz - viewPoint + modelPos, 1); gl_Position.z = max(gl_Position.z, -1); } diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs index 961535c..667f247 100644 --- a/gfx/gl/shaders/dynamicPoint.vs +++ b/gfx/gl/shaders/dynamicPoint.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform mat4 model; +uniform ivec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs index 2d6cee5..adf39bd 100644 --- a/gfx/gl/shaders/dynamicPointInst.vs +++ b/gfx/gl/shaders/dynamicPointInst.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; layout(location = 5) in mat4 model; +layout(location = 9) in ivec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs index ed78c96..6e1ab49 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; const mat4 model = mat4(1); +const vec3 modelPos = ivec3(0); include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs index 4dc92bb..9865d11 100644 --- a/gfx/gl/shaders/landmass.fs +++ b/gfx/gl/shaders/landmass.fs @@ -11,9 +11,9 @@ const vec3 rock = vec3(.2, .2, .1); const vec3 sand = vec3(.76, .7, .5); const vec3 snow = vec3(.97, .97, .99); -const float beachline = .5; -const float snowline_low = 28; -const float snowline_high = 30; +const float beachline = 500; +const float snowline_low = 28000; +const float snowline_high = 30000; const float slope_min = .99; const float slope_mid = .95; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs index bd32c05..1a68df8 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.fs @@ -26,5 +26,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs index 03d131d..ec089f5 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.gs @@ -19,6 +19,7 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf vec3(1, 1, -1) // Back-top-right ); uniform mat4 viewProjection; +uniform vec3 viewPoint; in vec3 centre[]; in float size[]; diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index 35682fa..7694a25 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -4,6 +4,7 @@ layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; +uniform vec3 viewPoint; out vec3 centre; out float size; @@ -12,6 +13,6 @@ void main() { centre = position; - size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); - gl_Position = vec4(centre, 0); + size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + gl_Position = vec4(centre - viewPoint, 0); } diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index f3ed533..e20d31a 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform mat4 model; +uniform ivec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index 1bf74ef..ab3e976 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; layout(location = 5) in mat4 model; +layout(location = 9) in ivec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index 8921707..a9fb4a3 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; const mat4 model = mat4(1); +const ivec3 modelPos = ivec3(0); include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index add86fd..78b8f72 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -30,5 +30,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index ad65675..0529614 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -10,6 +10,7 @@ const vec3[] pyramid = vec3[]( // four-sided vec3(1, -1, 1) // Front-right ); uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform float arc; in vec3 position[]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index dca0854..08197a4 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -6,6 +6,7 @@ uniform vec3 v_direction; uniform vec3 colour; uniform float kq; uniform float arc; +uniform vec3 viewPoint; out vec3 position; out vec3 direction; @@ -17,7 +18,7 @@ main() { position = v_position; direction = normalize(v_direction); - size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); - gl_Position = vec4(position, 0); + gl_Position = vec4(position - viewPoint, 0); } diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 04aa94c..2ccc924 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -13,5 +13,5 @@ main() gPosition = vec4(FragPos, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = texture(texture0, TexCoords); - gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0); + gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index a21b49f..03eabb2 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -4,17 +4,18 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform vec3 waves; void main() { - vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), - cos(waves.x + position.x + (position.y / 8)) * .3, 1.0); + vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0), + cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; Normal = normal; - gl_Position = viewProjection * wpos; + gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } |