diff options
Diffstat (limited to 'gfx/gl/shaders')
54 files changed, 479 insertions, 319 deletions
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl index 2d9e388..dc534d5 100644 --- a/gfx/gl/shaders/commonPoint.glsl +++ b/gfx/gl/shaders/commonPoint.glsl @@ -1,17 +1,4 @@ -layout(binding = 1) uniform usampler2DRect materialData; - -MaterialDetail -getMaterialDetail(uint midx) -{ - if (midx > 0u) { - const vec4 sPosSize = texture(materialData, uvec2(0, midx - 1u)); - const uvec4 sMode = texture(materialData, uvec2(1, midx - 1u)); - const uint mapmodeU = sMode.x & 0xFu; - const uint mapmodeV = (sMode.x & 0xF0u) >> 1; - return MaterialDetail(sPosSize.xy, sPosSize.zw, uvec2(mapmodeU, mapmodeV)); - } - return MaterialDetail(vec2(0, 0), vec2(0, 0), uvec2(0, 0)); -} +include(`getMaterialDetail.glsl') void main() diff --git a/gfx/gl/shaders/commonShadowPoint.gs b/gfx/gl/shaders/commonShadowPoint.geom index b99bd20..a515d97 100644 --- a/gfx/gl/shaders/commonShadowPoint.gs +++ b/gfx/gl/shaders/commonShadowPoint.geom @@ -1,5 +1,6 @@ -#version 330 core -#extension GL_ARB_viewport_array : enable +#version 460 core + +ifdef(`TEXTURES', include(`materialDetail.glsl')) uniform mat4 viewProjection[4]; uniform int viewProjections; @@ -7,7 +8,8 @@ in vec4 vworldPos[]; layout(triangles) in; layout(triangle_strip, max_vertices = 12) out; -ifdef(`TEXTURES', in vec2 vtexCoord[]; out vec2 texCoord;); +ifdef(`TEXTURES', in vec2 TexCoords[]; out vec2 texCoord;) +ifdef(`TEXTURES', flat in MaterialDetail Material[]; flat out MaterialDetail material;) void main() @@ -17,7 +19,8 @@ main() gl_Position = viewProjection[vp] * vworldPos[v]; gl_Position.z = max(gl_Position.z, -1); gl_Layer = vp; - ifdef(`TEXTURES', texCoord = vtexCoord[v];); + ifdef(`TEXTURES', texCoord = TexCoords[v];) + ifdef(`TEXTURES', material = Material[v];) EmitVertex(); } EndPrimitive(); diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index c4ea827..9910d46 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,11 +1,10 @@ out vec4 vworldPos; -ifdef(`TEXTURES', out vec2 vtexCoord;); - void main() { vec3 worldPos = model * position; vworldPos = vec4(worldPos - viewPoint + modelPos, 1); - ifdef(`TEXTURES', vtexCoord = texCoord;); + ifdef(`TEXTURES', TexCoords = texCoord;); + ifdef(`TEXTURES', Material = getMaterialDetail(material);); } diff --git a/gfx/gl/shaders/directionalLight.frag b/gfx/gl/shaders/directionalLight.frag new file mode 100644 index 0000000..e5ebfb0 --- /dev/null +++ b/gfx/gl/shaders/directionalLight.frag @@ -0,0 +1,60 @@ +#version 460 core + +const int MAX_MAPS = 4; + +out vec3 FragColor; + +in vec2 TexCoords; + +layout(binding = 0) uniform isampler2D gPosition; +layout(binding = 1) uniform sampler2D gNormal; +layout(binding = 2) uniform sampler2DArray shadowMap; + +uniform vec3 lightDirection; +uniform vec3 lightColour; +uniform ivec3 lightPoint; +uniform mat4 lightViewProjection[MAX_MAPS]; +uniform uint lightViewProjectionCount; + +float +getShadow(vec3 positionInLightSpace, float m, vec2 texelSize) +{ + float shadow = 0.0; + for (float x = -texelSize.x; x <= texelSize.x; x += texelSize.x) { + for (float y = -texelSize.y; y <= texelSize.y; y += texelSize.y) { + const float lightSpaceDepth = texture(shadowMap, vec3(positionInLightSpace.xy + vec2(x, y), m)).r; + shadow += step(positionInLightSpace.z, lightSpaceDepth + 0.001); + } + } + return shadow / 9.0; +} + +float +insideShadowCube(vec3 v, vec2 texelSize) +{ + const vec3 s = step(vec3(texelSize, 0), v) - step(vec3(1 - texelSize, 1), v); + return s.x * s.y * s.z; +} + +float +isShaded(vec4 Position) +{ + const vec2 texelSize = 1.0 / textureSize(shadowMap, 0).xy; + for (uint m = 0u; m < lightViewProjectionCount; m++) { + const vec3 positionInLightSpace = (lightViewProjection[m] * Position).xyz; + const float inside = insideShadowCube(positionInLightSpace, texelSize); + if (inside > 0) { + return getShadow(positionInLightSpace, m, texelSize); + } + } + return 1.0; +} + +void +main() +{ + const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); + const vec3 Normal = texture(gNormal, TexCoords).rgb; + const float shaded = isShaded(Position); + FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0); +} diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs deleted file mode 100644 index 24457b8..0000000 --- a/gfx/gl/shaders/directionalLight.fs +++ /dev/null @@ -1,50 +0,0 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable - -const int MAX_MAPS = 4; - -out vec3 FragColor; - -in vec2 TexCoords; - -layout(binding = 0) uniform isampler2D gPosition; -layout(binding = 1) uniform sampler2D gNormal; -layout(binding = 2) uniform sampler2DArray shadowMap; - -uniform vec3 lightDirection; -uniform vec3 lightColour; -uniform ivec3 lightPoint; -uniform mat4 lightViewProjection[MAX_MAPS]; -uniform uint lightViewProjectionCount; - -const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); - -float -insideShadowCube(vec3 v) -{ - const vec3 s = step(e1, v) - step(e2, v); - return s.x * s.y * s.z; -} - -float -isShaded(vec4 Position) -{ - for (uint m = 0u; m < lightViewProjectionCount; m++) { - const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; - const float inside = insideShadowCube(PositionInLightSpace); - if (inside > 0) { - const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; - return step(lightSpaceDepth, PositionInLightSpace.z); - } - } - return 0; -} - -void -main() -{ - const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); - const vec3 Normal = texture(gNormal, TexCoords).rgb; - const float shaded = isShaded(Position); - FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); -} diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vert index 7551688..cd5fc26 100644 --- a/gfx/gl/shaders/dynamicPoint.vs +++ b/gfx/gl/shaders/dynamicPoint.vert @@ -1,5 +1,6 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core + +layout(binding = 1) uniform usampler2DRect materialData; include(`meshIn.glsl') include(`materialInterface.glsl') diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vert index 69eab0c..46fead9 100644 --- a/gfx/gl/shaders/dynamicPointInst.vs +++ b/gfx/gl/shaders/dynamicPointInst.vert @@ -1,5 +1,6 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core + +layout(binding = 1) uniform usampler2DRect materialData; include(`meshIn.glsl') include(`materialInterface.glsl') diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vert index 5cfe9b3..9201251 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vert @@ -1,5 +1,6 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core + +layout(binding = 1) uniform usampler2DRect materialData; include(`meshIn.glsl') include(`materialInterface.glsl') diff --git a/gfx/gl/shaders/getMaterialDetail.glsl b/gfx/gl/shaders/getMaterialDetail.glsl new file mode 100644 index 0000000..f819fb2 --- /dev/null +++ b/gfx/gl/shaders/getMaterialDetail.glsl @@ -0,0 +1,12 @@ +MaterialDetail +getMaterialDetail(uint midx) +{ + if (midx > 0u) { + const vec4 sPosSize = texture(materialData, uvec2(0, midx - 1u)); + const uvec4 sMode = texture(materialData, uvec2(1, midx - 1u)); + const uint mapmodeU = sMode.x & 0xFu; + const uint mapmodeV = (sMode.x & 0xF0u) >> 1; + return MaterialDetail(sPosSize.xy, sPosSize.zw, uvec2(mapmodeU, mapmodeV)); + } + return MaterialDetail(vec2(0, 0), vec2(0, 0), uvec2(0, 0)); +} diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.frag index 55e3c24..b5c7fa1 100644 --- a/gfx/gl/shaders/landmass.fs +++ b/gfx/gl/shaders/landmass.frag @@ -1,12 +1,12 @@ -#version 330 core +#version 460 core include(`materialOut.glsl') in vec3 FragPos; in vec3 Normal; -flat in vec3 ColourBias; uniform sampler2D texture0; uniform ivec3 viewPoint; +uniform vec3 colourBias; const vec3 grass = vec3(.1, .4, .05); const vec3 slope = vec3(.6, .6, .4); @@ -35,8 +35,8 @@ main() vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb; int height = position.z; - if (ColourBias.r >= 0) { - color *= ColourBias; + if (colourBias.r >= 0) { + color *= colourBias; } else if (height < beachline) { // Sandy beach color *= sand; diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vert index 9617cb9..91fc7f8 100644 --- a/gfx/gl/shaders/landmass.vs +++ b/gfx/gl/shaders/landmass.vert @@ -1,13 +1,10 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core layout(location = 0) in ivec3 position; layout(location = 1) in vec3 normal; -layout(location = 2) in vec3 colourBias; out vec3 FragPos; out vec3 Normal; -flat out vec3 ColourBias; uniform mat4 viewProjection; uniform ivec3 viewPoint; @@ -17,7 +14,6 @@ main() { FragPos = position - viewPoint; Normal = normal; - ColourBias = colourBias; gl_Position = viewProjection * vec4(FragPos, 1); } diff --git a/gfx/gl/shaders/lighting.fs b/gfx/gl/shaders/lighting.frag index 4646b75..b5c6c8b 100644 --- a/gfx/gl/shaders/lighting.fs +++ b/gfx/gl/shaders/lighting.frag @@ -1,5 +1,4 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core out vec3 FragColor; diff --git a/gfx/gl/shaders/lighting.vs b/gfx/gl/shaders/lighting.vert index e07cd0a..1046379 100644 --- a/gfx/gl/shaders/lighting.vs +++ b/gfx/gl/shaders/lighting.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core in ivec4 position; diff --git a/gfx/gl/shaders/material.frag b/gfx/gl/shaders/material.frag new file mode 100644 index 0000000..18a3169 --- /dev/null +++ b/gfx/gl/shaders/material.frag @@ -0,0 +1,18 @@ +#version 460 core + +layout(binding = 0) uniform sampler2D textureAlbedo; + +include(`materialInterface.glsl') +include(`materialOut.glsl') +include(`materialCommon.glsl') + +void +main() +{ + vec4 textureColour = getTextureColour(Material, TexCoords); + float opaque = step(0.5, mix(textureColour.a, 1, Colour.a)); + gPosition = ivec4(FragPos, opaque); + gNormal = vec4(Normal, opaque); + gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); + gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); +} diff --git a/gfx/gl/shaders/material.fs b/gfx/gl/shaders/material.fs deleted file mode 100644 index 5b93707..0000000 --- a/gfx/gl/shaders/material.fs +++ /dev/null @@ -1,49 +0,0 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable - -include(`materialInterface.glsl') -include(`materialOut.glsl') - -layout(binding = 0) uniform sampler2D texture0; - -float map(uint mapmode, float value) -{ - switch (mapmode) { - case 0u: // Repeat - return fract(value); - case 1u: // Clamp to edge - return clamp(0.0, 1.0, value); - case 2u: // Mirror - discard; - case 3u: // Decal - if (value != clamp(0.0, 1.0, value)) { - discard; - } - } - return 0; -} - -vec2 map(uvec2 mapmode, vec2 value) -{ - return vec2(map(mapmode.x, value.x), map(mapmode.y, value.y)); -} - -vec4 getTextureColour(MaterialDetail mat, vec2 uv) -{ - if (mat.textureSize.x > 0) { - const vec2 tSize = textureSize(texture0, 0); - uv = (mat.textureOrigin + mat.textureSize * map(mat.mapmode, uv)) / tSize; - } - return texture(texture0, uv); -} - -void -main() -{ - vec4 textureColour = getTextureColour(Material, TexCoords); - float opaque = step(0.5, mix(textureColour.a, 1, Colour.a)); - gPosition = ivec4(FragPos, opaque); - gNormal = vec4(Normal, opaque); - gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); - gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); -} diff --git a/gfx/gl/shaders/materialCommon.glsl b/gfx/gl/shaders/materialCommon.glsl new file mode 100644 index 0000000..4c2fbf8 --- /dev/null +++ b/gfx/gl/shaders/materialCommon.glsl @@ -0,0 +1,33 @@ +float +map(uint mapmode, float value) +{ + switch (mapmode) { + case 0u: // Repeat + return fract(value); + case 1u: // Clamp to edge + return clamp(0.0, 1.0, value); + case 2u: // Mirror + discard; + case 3u: // Decal + if (value != clamp(0.0, 1.0, value)) { + discard; + } + } + return 0.0; +} + +vec2 +map(uvec2 mapmode, vec2 value) +{ + return vec2(map(mapmode.x, value.x), map(mapmode.y, value.y)); +} + +vec4 +getTextureColour(MaterialDetail mat, vec2 uv) +{ + if (mat.textureSize.x > 0) { + const vec2 tSize = textureSize(textureAlbedo, 0); + uv = (mat.textureOrigin + mat.textureSize * map(mat.mapmode, uv)) / tSize; + } + return texture(textureAlbedo, uv); +} diff --git a/gfx/gl/shaders/materialDetail.glsl b/gfx/gl/shaders/materialDetail.glsl new file mode 100644 index 0000000..a208d50 --- /dev/null +++ b/gfx/gl/shaders/materialDetail.glsl @@ -0,0 +1,5 @@ +struct MaterialDetail { + vec2 textureOrigin; + vec2 textureSize; + uvec2 mapmode; +}; diff --git a/gfx/gl/shaders/materialInterface.glsl b/gfx/gl/shaders/materialInterface.glsl index 3a4796b..bf78290 100644 --- a/gfx/gl/shaders/materialInterface.glsl +++ b/gfx/gl/shaders/materialInterface.glsl @@ -1,13 +1,9 @@ -struct MaterialDetail { - vec2 textureOrigin; - vec2 textureSize; - uvec2 mapmode; -}; +include(`materialDetail.glsl') -ifelse(TYPE, .fs, in, out) vec3 FragPos; -ifelse(TYPE, .fs, in, out) vec2 TexCoords; -ifelse(TYPE, .fs, in, out) vec3 Normal; -ifelse(TYPE, .fs, in, out) vec4 Colour; -flat -ifelse(TYPE, .fs, in, out) -MaterialDetail Material; +define(INOUT, ifelse(TYPE, .frag, in, out)) + +INOUT vec3 FragPos; +INOUT vec2 TexCoords; +INOUT vec3 Normal; +INOUT vec4 Colour; +flat INOUT MaterialDetail Material; diff --git a/gfx/gl/shaders/network.fs b/gfx/gl/shaders/network.frag index 4e347b4..2f291ea 100644 --- a/gfx/gl/shaders/network.fs +++ b/gfx/gl/shaders/network.frag @@ -1,5 +1,4 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core include(`materialOut.glsl') in vec3 rposition; diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl index 0bc3c1c..7aa911d 100644 --- a/gfx/gl/shaders/networkCommon.glsl +++ b/gfx/gl/shaders/networkCommon.glsl @@ -12,13 +12,19 @@ out vec2 texCoord; out vec3 rposition; float +viewPointDist(const ivec3 position) +{ + return length(vec3(viewPoint - position)); +} + +float segDist(const ivec3 a, const ivec3 b) { - return min(distance(viewPoint, a), distance(viewPoint, b)); + return min(viewPointDist(a), viewPointDist(b)); } ifelse( - TYPE, .gs, + TYPE, .geom, // Begin: Geometry shader only function void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) { ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z); diff --git a/gfx/gl/shaders/networkCurve.geom b/gfx/gl/shaders/networkCurve.geom new file mode 100644 index 0000000..4a5b3db --- /dev/null +++ b/gfx/gl/shaders/networkCurve.geom @@ -0,0 +1,17 @@ +#version 460 core + +layout(lines) in; +layout(triangle_strip, max_vertices = 10) out; + +flat in ivec3 pos[]; +flat in mat2 rot[]; +flat in float tpos[]; +flat in float dist[]; + +include(`networkCommon.glsl') + +void +main() +{ + doSeg(min(dist[0], dist[1]), pos[0], pos[1], tpos[0], tpos[1], rot[0], rot[1]); +} diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs deleted file mode 100644 index 7cb6c42..0000000 --- a/gfx/gl/shaders/networkCurve.gs +++ /dev/null @@ -1,47 +0,0 @@ -#version 330 core - -flat in ivec3 apos[]; -flat in ivec3 bpos[]; -flat in ivec3 cpos[]; -flat in float reps[]; -flat in float aangle[]; -flat in float bangle[]; -flat in float radius[]; - -layout(points) in; -layout(triangle_strip, max_vertices = GL_MAX_GEOMETRY_OUTPUT_VERTICES) out; - -const mat2 rot = mat2(1); - -include(`networkCommon.glsl') - -mat2 -getRot(float angle) -{ - return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); -} - -void -main() -{ - float segs = clamp( - round(reps[0] * radius[0] / 1000), 4, floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u))); - vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle - reps[0], // texture - (bpos[0].z - apos[0].z)) // height - / segs; - - ivec3 prevPos = apos[0]; - mat2 prevRot = getRot(aangle[0]); - float prevTex = 0; - for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) { - mat2 rot = getRot(arc.x + aangle[0]); - ivec3 pos = cpos[0] + ivec3(rot * vec2(radius[0], 0), arc.z); - float tex = arc.y; - doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot); - prevPos = pos; - prevRot = rot; - prevTex = tex; - } - doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot); -} diff --git a/gfx/gl/shaders/networkCurve.tesc b/gfx/gl/shaders/networkCurve.tesc new file mode 100644 index 0000000..5a6e449 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.tesc @@ -0,0 +1,37 @@ +#version 460 core + +layout(vertices = 1) out; + +flat in ivec3 pos[][2]; +flat in ivec2 cpos[]; +flat in float reps[]; +flat in float angles[][2]; +flat in float radius[]; + +flat out ivec3 c_pos[][2]; +flat out ivec2 c_cpos[]; +flat out float c_reps[]; +flat out float c_angles[][2]; +flat out float c_radius[]; + +float +segments() +{ + const float arc = angles[gl_InvocationID][0] - angles[gl_InvocationID][1]; + const float error = 100.; + const float diff = acos(1.f - (error / radius[gl_InvocationID])); + return clamp(arc / diff, arc, 180); +} + +void +main() +{ + c_pos[gl_InvocationID] = pos[gl_InvocationID]; + c_cpos[gl_InvocationID] = cpos[gl_InvocationID]; + c_reps[gl_InvocationID] = reps[gl_InvocationID]; + c_angles[gl_InvocationID] = angles[gl_InvocationID]; + c_radius[gl_InvocationID] = radius[gl_InvocationID]; + + gl_TessLevelOuter[0] = 1; + gl_TessLevelOuter[1] = segments(); +} diff --git a/gfx/gl/shaders/networkCurve.tese b/gfx/gl/shaders/networkCurve.tese new file mode 100644 index 0000000..9cc31e2 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.tese @@ -0,0 +1,45 @@ +#version 460 core + +layout(isolines, equal_spacing, cw) in; + +flat in ivec3 c_pos[][2]; +flat in ivec2 c_cpos[]; +flat in float c_reps[]; +flat in float c_angles[][2]; +flat in float c_radius[]; + +flat out ivec3 pos; +flat out mat2 rot; +flat out float tpos; +flat out float dist; + +const float startTolerance = 1. / 200.; +const float endTolerance = 1. - startTolerance; + +include(`networkCommon.glsl') + +mat2 +getRot(float angle) +{ + return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); +} + +void +main() +{ + const float angle = mix(c_angles[0][1], c_angles[0][0], gl_TessCoord.x); + rot = getRot(angle); + if (gl_TessCoord.x < startTolerance) { + pos = c_pos[0][1]; + } + else if (gl_TessCoord.x > endTolerance) { + pos = c_pos[0][0]; + } + else { + const int height = int(mix(c_pos[0][1].z, c_pos[0][0].z, gl_TessCoord.x)); + pos = ivec3(c_cpos[0] + ivec2(rot * vec2(c_radius[0], 0)), height); + } + + tpos = c_reps[0] * gl_TessCoord.x; + dist = viewPointDist(pos); +} diff --git a/gfx/gl/shaders/networkCurve.vert b/gfx/gl/shaders/networkCurve.vert new file mode 100644 index 0000000..7e363d3 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.vert @@ -0,0 +1,23 @@ +#version 460 core + +layout(location = 0) in ivec3 v_pos[2]; +layout(location = 2) in ivec3 v_centre; +layout(location = 3) in float v_reps; +layout(location = 4) in float v_angles[2]; +layout(location = 6) in float v_radius; + +flat out ivec3 pos[2]; +flat out ivec2 cpos; +flat out float reps; +flat out float angles[2]; +flat out float radius; + +void +main() +{ + pos = v_pos; + cpos = v_centre.xy; + reps = v_reps; + angles = v_angles; + radius = v_radius; +} diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs deleted file mode 100644 index f51bb87..0000000 --- a/gfx/gl/shaders/networkCurve.vs +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 core - -layout(location = 0) in ivec3 v_apos; -layout(location = 1) in ivec3 v_bpos; -layout(location = 2) in ivec3 v_centre; -layout(location = 3) in float v_reps; -layout(location = 4) in float v_aangle; -layout(location = 5) in float v_bangle; -layout(location = 6) in float v_radius; - -flat out ivec3 apos; -flat out ivec3 bpos; -flat out ivec3 cpos; -flat out float reps; -flat out float aangle; -flat out float bangle; -flat out float radius; - -void -main() -{ - apos = v_apos; - bpos = v_bpos; - cpos = v_centre; - reps = v_reps; - aangle = v_aangle; - bangle = v_bangle; - radius = v_radius; -} diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.geom index 51df5fb..a0e57c8 100644 --- a/gfx/gl/shaders/networkStraight.gs +++ b/gfx/gl/shaders/networkStraight.geom @@ -1,17 +1,17 @@ -#version 330 core +#version 460 core -flat in ivec3 apos[]; -flat in ivec3 bpos[]; +layout(points) in; +layout(triangle_strip, max_vertices = 10) out; + +flat in ivec3 pos[][2]; flat in mat2 rot[]; flat in float reps[]; flat in float dist[]; -layout(points) in; -layout(triangle_strip, max_vertices = 10) out; include(`networkCommon.glsl') void main() { - doSeg(dist[0], apos[0], bpos[0], 0.f, reps[0], rot[0], rot[0]); + doSeg(dist[0], pos[0][0], pos[0][1], 0.f, reps[0], rot[0], rot[0]); } diff --git a/gfx/gl/shaders/networkStraight.vs b/gfx/gl/shaders/networkStraight.vert index 55f9c4f..91ba955 100644 --- a/gfx/gl/shaders/networkStraight.vs +++ b/gfx/gl/shaders/networkStraight.vert @@ -1,12 +1,10 @@ -#version 330 core +#version 460 core -layout(location = 0) in ivec3 v_apos; -layout(location = 1) in ivec3 v_bpos; +layout(location = 0) in ivec3 v_pos[2]; layout(location = 2) in mat2 v_rot; layout(location = 4) in float v_reps; -flat out ivec3 apos; -flat out ivec3 bpos; +flat out ivec3 pos[2]; flat out mat2 rot; flat out float reps; flat out float dist; @@ -16,9 +14,8 @@ include(`networkCommon.glsl') void main() { - apos = v_apos; - bpos = v_bpos; + pos = v_pos; rot = v_rot; reps = v_reps; - dist = segDist(v_apos, v_bpos); + dist = segDist(v_pos[0], v_pos[1]); } diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.frag index 7531d3e..bb2c453 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.frag @@ -1,5 +1,4 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core out vec3 FragColor; diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.geom index fc1d7c3..1ee7e06 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.geom @@ -1,6 +1,4 @@ -#version 330 core -#extension GL_ARB_enhanced_layouts : enable -#extension GL_ARB_shading_language_420pack : enable +#version 460 core const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf vec3(-1, 1, 1), // Front-top-left diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vert index fbd031c..2fd5418 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_colour; diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vert index 7335b9a..907378e 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core include(`meshIn.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vert index d0eb649..da4a76f 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core include(`meshIn.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.frag b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.frag new file mode 100644 index 0000000..cad9d9d --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.frag @@ -0,0 +1,18 @@ +#version 460 core + +layout(binding = 3) uniform sampler2D textureAlbedo; + +include(`materialInterface.glsl') +include(`materialCommon.glsl') + +in vec2 texCoord; +flat in MaterialDetail material; + +void +main() +{ + if (getTextureColour(material, texCoord).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs deleted file mode 100644 index 90519e3..0000000 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs +++ /dev/null @@ -1,15 +0,0 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable - -layout(binding = 3) uniform sampler2D texture0; - -in vec2 texCoord; - -void -main() -{ - if (texture(texture0, texCoord).a < 0.5) { - discard; - } - gl_FragDepth = gl_FragCoord.z; -} diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.geom b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.geom new file mode 100644 index 0000000..3aaf9a8 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.geom @@ -0,0 +1,3 @@ +define(`TEXTURES', 1) + +include(`commonShadowPoint.geom') diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs deleted file mode 100644 index e6e213e..0000000 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs +++ /dev/null @@ -1,3 +0,0 @@ -define(`TEXTURES', 1) - -include(`commonShadowPoint.gs') diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert new file mode 100644 index 0000000..41a47b0 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert @@ -0,0 +1,14 @@ +#version 460 core + +layout(binding = 4) uniform usampler2DRect materialData; + +define(`TEXTURES', 1) +include(`materialInterface.glsl') +include(`getMaterialDetail.glsl') +include(`meshIn.glsl') + +uniform ivec3 viewPoint; +layout(location = 5) in mat3 model; +layout(location = 8) in ivec3 modelPos; + +include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs deleted file mode 100644 index 27ad9d7..0000000 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs +++ /dev/null @@ -1,3 +0,0 @@ -define(`TEXTURES', 1) - -include(`shadowDynamicPointInst.vs') diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.frag b/gfx/gl/shaders/shadowDynamicPointStencil.frag new file mode 100644 index 0000000..d6b8a0e --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.frag @@ -0,0 +1,15 @@ +#version 460 core + +layout(binding = 0) uniform sampler2DArray stencilDepth; +flat in vec3 scale; +in vec3 texCoord; + +void +main() +{ + float stDepth = texture(stencilDepth, texCoord).r; + if (stDepth >= 1) { + discard; + } + gl_FragDepth = gl_FragCoord.z + ((stDepth - 0.5) * scale.z); +} diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.geom b/gfx/gl/shaders/shadowDynamicPointStencil.geom new file mode 100644 index 0000000..df8be8d --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.geom @@ -0,0 +1,35 @@ +#version 460 core + +const vec2[] corners = vec2[4](vec2(-1, -1), vec2(-1, 1), vec2(1, -1), vec2(1, 1)); +const float tau = 6.28318531; + +uniform mat4 viewProjection[4]; +uniform int viewProjections; +uniform vec3 sizes[4]; +uniform float size; + +in float vmodelYaw[]; +in ivec3 vworldPos[]; + +flat out vec3 scale; +out vec3 texCoord; + +layout(points) in; +layout(triangle_strip, max_vertices = 16) out; + +void +main() +{ + int viewAngle = int(round(4.0 + (vmodelYaw[0] / tau))) % 8; + for (gl_Layer = 0; gl_Layer < viewProjections; ++gl_Layer) { + scale = 2.0 * size / sizes[gl_Layer]; + vec4 pos = viewProjection[gl_Layer] * vec4(vworldPos[0], 1); + for (int c = 0; c < corners.length(); ++c) { + gl_Position = pos + vec4(scale.xy * corners[c], 0, 0); + gl_Position.z = max(gl_Position.z, -1); + texCoord = vec3((corners[c] * 0.5) + 0.5, viewAngle); + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.vert b/gfx/gl/shaders/shadowDynamicPointStencil.vert new file mode 100644 index 0000000..b750b3e --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.vert @@ -0,0 +1,16 @@ +#version 460 core + +layout(location = 0) in ivec3 worldPos; +layout(location = 1) in float modelYaw; +uniform ivec3 viewPoint; +uniform vec3 centre; + +out float vmodelYaw; +out ivec3 vworldPos; + +void +main() +{ + vmodelYaw = modelYaw; + vworldPos = worldPos - viewPoint + ivec3(centre); +} diff --git a/gfx/gl/shaders/shadowLandmass.vs b/gfx/gl/shaders/shadowLandmass.vert index becf142..cf68fe5 100644 --- a/gfx/gl/shaders/shadowLandmass.vs +++ b/gfx/gl/shaders/shadowLandmass.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core layout(location = 0) in ivec3 position; diff --git a/gfx/gl/shaders/shadowStencil.frag b/gfx/gl/shaders/shadowStencil.frag new file mode 100644 index 0000000..3269f69 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.frag @@ -0,0 +1,17 @@ +#version 460 core + +layout(binding = 0) uniform sampler2D textureAlbedo; + +include(`materialDetail.glsl') +include(`materialCommon.glsl') +in vec2 gTexCoords; +flat in MaterialDetail gMaterial; + +void +main() +{ + if (getTextureColour(gMaterial, gTexCoords).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowStencil.geom b/gfx/gl/shaders/shadowStencil.geom new file mode 100644 index 0000000..53a4c19 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.geom @@ -0,0 +1,27 @@ +#version 460 core + +include(`materialDetail.glsl') + +layout(triangles) in; +layout(triangle_strip, max_vertices = 24) out; + +uniform mat4 viewProjection[8]; +in vec3 FragPos[]; +in vec2 TexCoords[]; +flat in MaterialDetail Material[]; +out vec2 gTexCoords; +flat out MaterialDetail gMaterial; + +void +main() +{ + for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) { + for (int v = 0; v < FragPos.length(); ++v) { + gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1); + gTexCoords = TexCoords[v]; + gMaterial = Material[v]; + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/shadowStencil.vert b/gfx/gl/shaders/shadowStencil.vert new file mode 100644 index 0000000..e6286e6 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.vert @@ -0,0 +1,19 @@ +#version 460 core + +layout(binding = 1) uniform usampler2DRect materialData; + +include(`meshIn.glsl') +include(`materialDetail.glsl') +include(`getMaterialDetail.glsl') + +out vec3 FragPos; +out vec2 TexCoords; +flat out MaterialDetail Material; + +void +main() +{ + TexCoords = texCoord; + Material = getMaterialDetail(material); + FragPos = position; +} diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.frag index ad33458..1305dbd 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.frag @@ -1,5 +1,4 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core out vec3 FragColor; diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.geom index 194812a..fec191e 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.geom @@ -1,6 +1,4 @@ -#version 330 core -#extension GL_ARB_enhanced_layouts : enable -#extension GL_ARB_shading_language_420pack : enable +#version 460 core const vec3[] pyramid = vec3[]( // four-sided vec3(0, 0, 0), // Apex diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vert index e0196c3..36d2ee5 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_direction; diff --git a/gfx/gl/shaders/uiShader.fs b/gfx/gl/shaders/uiShader.fs deleted file mode 100644 index c5f4e92..0000000 --- a/gfx/gl/shaders/uiShader.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -in vec2 texCoord0; - -uniform sampler2D sampler; - -void -main() -{ - gl_FragColor = texture(sampler, texCoord0); -} diff --git a/gfx/gl/shaders/uiShader.vs b/gfx/gl/shaders/uiShader.vs deleted file mode 100644 index e9e4373..0000000 --- a/gfx/gl/shaders/uiShader.vs +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 core - -in vec4 position; - -out vec2 texCoord0; -uniform mat4 uiProjection; - -void -main() -{ - gl_Position = uiProjection * vec4(position.xy, 0.0, 1.0); - texCoord0 = position.zw; -} diff --git a/gfx/gl/shaders/uiShaderFont.fs b/gfx/gl/shaders/uiShaderFont.fs deleted file mode 100644 index a1ef6ef..0000000 --- a/gfx/gl/shaders/uiShaderFont.fs +++ /dev/null @@ -1,12 +0,0 @@ -#version 330 core - -in vec2 texCoord0; - -uniform sampler2D sampler; -uniform vec3 colour; - -void -main() -{ - gl_FragColor = vec4(colour, texture(sampler, texCoord0).r); -} diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.frag index 0918d9f..a09e754 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.frag @@ -1,5 +1,4 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable +#version 460 core in vec3 FragPos; in vec2 TexCoords; diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vert index 58bf7b6..60e4fb8 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vert @@ -1,4 +1,4 @@ -#version 330 core +#version 460 core layout(location = 0) in ivec3 position; out vec3 FragPos; |
