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authorJoshua Rahm <joshua.rahm@colorado.edu>2014-04-17 22:08:15 -0600
committerJoshua Rahm <joshua.rahm@colorado.edu>2014-04-17 22:08:15 -0600
commit73daf65aaa31b5fb59f4a91d9185387f63c7b09f (patch)
tree681036c0cdd6f7981164ac189fed92da900ee3e7 /shaders
parente083553a455d30374f21aa0c34d9ae827470d490 (diff)
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added real water
Diffstat (limited to 'shaders')
-rw-r--r--shaders/.basic.frag.swpbin0 -> 12288 bytes
-rw-r--r--shaders/.water.frag.swpbin0 -> 12288 bytes
-rw-r--r--shaders/basic.frag83
-rw-r--r--shaders/basic.vert27
-rw-r--r--shaders/forest.frag53
-rw-r--r--shaders/forest.geom69
-rw-r--r--shaders/forest.vert44
-rw-r--r--shaders/sky.frag18
-rw-r--r--shaders/sky.vert18
-rw-r--r--shaders/water.frag9
-rw-r--r--shaders/water.vert16
11 files changed, 337 insertions, 0 deletions
diff --git a/shaders/.basic.frag.swp b/shaders/.basic.frag.swp
new file mode 100644
index 0000000..66aabb3
--- /dev/null
+++ b/shaders/.basic.frag.swp
Binary files differ
diff --git a/shaders/.water.frag.swp b/shaders/.water.frag.swp
new file mode 100644
index 0000000..73b3be2
--- /dev/null
+++ b/shaders/.water.frag.swp
Binary files differ
diff --git a/shaders/basic.frag b/shaders/basic.frag
new file mode 100644
index 0000000..4d7683c
--- /dev/null
+++ b/shaders/basic.frag
@@ -0,0 +1,83 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) out vec4 frag_color ;
+layout(location = 6) uniform vec4 lightPos ;
+
+layout(location = 8) uniform vec4 globalAmbient ;
+uniform float dX ;
+uniform float dY ;
+
+uniform mat4 mvMatrix ;
+uniform mat4 pjMatrix ;
+
+in vec3 normal ;
+
+uniform sampler2D textures[8] ;
+
+in float texture_blend[8] ;
+in vec2 texcoord ;
+in vec4 position ;
+
+vec3 sample(float xc,float yc) {
+ vec3 color = vec3(0);
+ for ( int i = 0 ; i < 8 ; ++ i ) {
+ vec4 tmp = texture2D(textures[i], texcoord + vec2(xc,yc)) ;
+ color += vec3(tmp) * texture_blend[i] ;
+ }
+ return color ;
+}
+
+vec3 sample2(int tex, float xc,float yc) {
+ vec3 color = vec3(0);
+ vec4 tmp = texture2D(textures[tex], texcoord + vec2(xc,yc)) ;
+ color += vec3(tmp) ;
+ return color ;
+}
+
+int dominentTexture() {
+ float m = 0.0 ;
+ int ret = 0;
+ for( int i = 0 ; i < 8 ; ++ i ) {
+ if( texture_blend [i] > m ) {
+ m = texture_blend[i] ;
+ ret = i ;
+ }
+ }
+ return ret ;
+}
+
+vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
+ int dom = dominentTexture() ;
+ float x00 = length(sample2(dom,-dX, dY));
+ float x01 = length(sample2(dom, 0, dY));
+ float x02 = length(sample2(dom, dX, dY));
+
+ float x10 = length(sample2(dom,-dX, 0));
+ float x11 = length(sample2(dom, 0, 0));
+ float x12 = length(sample2(dom, dX, 0));
+
+ float x20 = length(sample2(dom,-dX,-dY));
+ float x21 = length(sample2(dom, 0,-dY));
+ float x22 = length(sample2(dom, dX,-dY));
+
+ down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ;
+ right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ;
+
+ return (norm + down + right) / 3.0 ;
+}
+
+void main() {
+ vec3 down = vec3( 0.0, -1.0, 0.0 ) ;
+ vec3 right = normalize(cross( normal, down )) ;
+ down = normalize(cross( normal, right ) );
+ vec3 newNorm = calNormChange(normal,down,right) ;
+
+ vec3 color = sample(0,0) ;
+
+ float prod = dot( normalize(-newNorm), normalize(vec3(lightPos - position)));
+ vec3 intensity = vec3(prod,prod,max(prod,0.4)) ;
+
+ frag_color = vec4(color * intensity,1) * vec4(normalize(globalAmbient.xyz),1.0);
+}
diff --git a/shaders/basic.vert b/shaders/basic.vert
new file mode 100644
index 0000000..e1abeb5
--- /dev/null
+++ b/shaders/basic.vert
@@ -0,0 +1,27 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) in vec3 in_position ;
+layout(location = 2) in vec4 in_color ;
+layout(location = 1) in vec3 in_normal ;
+layout(location = 3) in vec2 in_texcoord ;
+
+layout(location = 4) uniform mat4 pjMatrix ;
+layout(location = 5) uniform mat4 mvMatrix ;
+layout(location = 7) uniform mat3 normalMatrix ;
+
+out vec2 texcoord ;
+out vec4 position ;
+out vec3 normal ;
+
+out float texture_blend[8] ;
+
+void main() {
+ gl_Position = pjMatrix * (position = mvMatrix * vec4(in_position,1.0)) ;
+ texcoord = in_texcoord ;
+ normal = normalMatrix * in_normal ;
+ for ( int i = 0 ; i < 8 ; ++ i )
+ texture_blend[i] = 0 ;
+ texture_blend[int(clamp(round(in_color.a),0,8))] = 1.0 ;
+}
diff --git a/shaders/forest.frag b/shaders/forest.frag
new file mode 100644
index 0000000..1cad806
--- /dev/null
+++ b/shaders/forest.frag
@@ -0,0 +1,53 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) out vec4 frag_color ;
+
+uniform mat4 mvMatrix ;
+uniform mat4 pjMatrix ;
+layout(location = 6) uniform sampler2D texture ;
+layout(location = 7) uniform vec4 light ;
+layout(location = 10) uniform vec4 globalAmbient ;
+
+uniform float dX ;
+uniform float dY ;
+
+in vec2 texposition ;
+in vec3 normal ;
+in vec4 frag_position ;
+
+vec4 sample(float xc,float yc) {
+ return texture2D(texture,texposition + vec2(xc,yc));
+}
+
+vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
+ float x00 = 1 - sample(-dX, dY).a ;
+ float x01 = 1 - sample( 0, dY).a ;
+ float x02 = 1 - sample( dX, dY).a ;
+
+ float x10 = 1 - sample(-dX, 0).a ;
+ float x11 = 1 - sample( 0, 0).a ;
+ float x12 = 1 - sample( dX, 0).a ;
+
+ float x20 = 1 - sample(-dX,-dY).a ;
+ float x21 = 1 - sample( 0,-dY).a ;
+ float x22 = 1 - sample( dX,-dY).a ;
+
+ down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ;
+ right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ;
+
+ return (right*2 + down*2 + norm) / 5.0 ;
+}
+
+void main() {
+ vec3 down = vec3( 0, -1, 0 ) ;
+ vec3 right = normalize(cross( normal, down )) ;
+ down = normalize(cross( normal, right ) );
+ vec3 newNorm = calNormChange( normal, down, right ) ;
+
+ vec4 col = texture2D(texture,texposition) ;
+ float coef = max(dot( normalize(newNorm),
+ normalize(vec3(frag_position - light)) ),0) + (globalAmbient.a/4.0) ;
+ frag_color = vec4( col.xyz * coef * globalAmbient.xyz, col.a);
+}
diff --git a/shaders/forest.geom b/shaders/forest.geom
new file mode 100644
index 0000000..0c0cafb
--- /dev/null
+++ b/shaders/forest.geom
@@ -0,0 +1,69 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(points) in ;
+layout(triangle_strip, max_vertices=82) out;
+
+layout(location = 4) uniform mat4 pjMatrix ;
+layout(location = 5) uniform mat4 mvMatrix ;
+
+out vec2 texposition;
+out vec3 normal ;
+out vec4 frag_position ;
+
+void vertex( vec4 pos ) {
+ normal = - inverse(transpose(mat3(mvMatrix))) * vec3( pos.x, 0, pos.z ) ;
+ gl_Position = pjMatrix * (frag_position = gl_in[0].gl_Position + (mvMatrix * pos)) ;
+ EmitVertex() ;
+}
+
+void main() {
+ float r = 0.045 ;
+ float th = 0.00 ;
+ float h = 0.4 ;
+ for( ; th < 6.4 ; th += 1.0 ) {
+ float c = r * cos( th ) ;
+ float s = r * sin( th ) ;
+ float c2 = r * cos( th + 1.0 ) ;
+ float s2 = r * sin( th + 1.0 ) ;
+
+ float tex_x = th / 6.4 / 2.0;
+ float tex_x2 = (th+1.0) / 6.4 / 2.0 ;
+ texposition = vec2(tex_x, 0);
+ vertex( vec4(c, 0.0, s, 0) ) ;
+ texposition = vec2(tex_x, 1);
+ vertex( vec4(c, h, s, 0) ) ;
+ texposition = vec2(tex_x2, 0);
+ vertex( vec4(c2, h, s2, 0) ) ;
+
+ texposition = vec2(tex_x, 0);
+ vertex( vec4(c, 0.0, s, 0) ) ;
+ texposition = vec2(tex_x2, 0);
+ vertex( vec4(c2, 0, s2, 0) ) ;
+ texposition = vec2(tex_x2, 1);
+ vertex( vec4(c2, h, s2, 0) ) ;
+ }
+
+ for( th = 0; th < 6.4 ; th += 1.0 ) {
+ float c = (r*4) * cos( th ) ;
+ float s = (r*4) * sin( th ) ;
+ float tex_x = th / 6.4 / 2.0 + 0.5;
+ texposition = vec2(tex_x, 1);
+ vertex( vec4(0,h*2,0,0) ) ;
+ texposition = vec2(tex_x, 0);
+ vertex( vec4(s,h/2,c,0) ) ;
+ }
+
+ for( th = 0; th < 6.4 ; th += 1.0 ) {
+ float c = (r*6) * cos( th ) ;
+ float s = (r*6) * sin( th ) ;
+ float tex_x = th / 6.4 / 2.0 + 0.5;
+ texposition = vec2(tex_x, 1);
+ vertex( vec4(0,h,0,0) ) ;
+ texposition = vec2(tex_x, 0);
+ vertex( vec4(s,h/4,c,0) ) ;
+ }
+
+ EndPrimitive();
+}
diff --git a/shaders/forest.vert b/shaders/forest.vert
new file mode 100644
index 0000000..8fb9528
--- /dev/null
+++ b/shaders/forest.vert
@@ -0,0 +1,44 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) in vec3 in_position ;
+layout(location = 2) in vec4 in_color ;
+layout(location = 1) in vec3 in_normal ;
+layout(location = 3) in vec2 in_texcoord ;
+
+layout(location = 4) uniform mat4 pjMatrix ;
+layout(location = 5) uniform mat4 mvMatrix ;
+layout(location = 8) uniform float time ;
+layout(location = 9) uniform mat3 normalMatrix ;
+
+layout(location = 10) in vec3 in_translation ;
+layout(location = 11) in vec3 in_scale ;
+layout(location = 12) in vec2 in_sincos_rot ;
+layout(location = 13) in float noise ;
+
+out vec2 texposition ;
+out vec3 normal ;
+out vec4 frag_position ;
+
+void main() {
+ float s = in_sincos_rot.x ;
+ float c = in_sincos_rot.y ;
+
+ mat3 rot = mat3( c,0,s,
+ 0,1,0,
+ -s,0,c ) ;
+ normal =-rot * normalMatrix * in_normal ;
+ texposition = in_texcoord ;
+
+ vec3 real_pos1 = (rot * in_position) * in_scale ;
+
+ float val = sin(( (time+noise) * noise) / 100.0) / 30.0 * pow(real_pos1.y,2) ;
+ s = sin( val ) ; c = cos( val ) ;
+ rot = mat3( c, -s, 0,
+ s, c, 0,
+ 0, 0, 1 );
+
+ vec3 real_pos = (rot * real_pos1) + in_translation ;
+ gl_Position = pjMatrix * (frag_position = mvMatrix * vec4(real_pos,1.0) );
+}
diff --git a/shaders/sky.frag b/shaders/sky.frag
new file mode 100644
index 0000000..743f538
--- /dev/null
+++ b/shaders/sky.frag
@@ -0,0 +1,18 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) out vec4 frag_color ;
+layout(location = 1) uniform vec4 globalAmbient ;
+
+uniform sampler2D texture ;
+uniform sampler2D night_tex ;
+in vec2 texcoord;
+
+void main() {
+ vec3 color2 = texture2D(texture,texcoord).xyz ;
+ frag_color =
+ mix(texture2D(night_tex,texcoord) * (1-globalAmbient.a),
+ texture2D(texture,texcoord) * vec4(normalize(globalAmbient.xyz),1),
+ (globalAmbient.a + 1) / 2) ;
+}
diff --git a/shaders/sky.vert b/shaders/sky.vert
new file mode 100644
index 0000000..87d919b
--- /dev/null
+++ b/shaders/sky.vert
@@ -0,0 +1,18 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) in vec3 in_position ;
+layout(location = 2) in vec4 in_color ;
+layout(location = 1) in vec3 in_normal ;
+layout(location = 3) in vec2 in_texcoord ;
+
+uniform mat4 mvMatrix ;
+uniform mat4 pjMatrix ;
+
+out vec2 texcoord ;
+
+void main() {
+ gl_Position = pjMatrix * mvMatrix * vec4(in_position,1.0);
+ texcoord = in_texcoord ;
+}
diff --git a/shaders/water.frag b/shaders/water.frag
new file mode 100644
index 0000000..8a0dd0b
--- /dev/null
+++ b/shaders/water.frag
@@ -0,0 +1,9 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) out vec4 frag_color ;
+
+void main() {
+ frag_color = vec4(0.0,0.3,0.7,0.5) ;
+}
diff --git a/shaders/water.vert b/shaders/water.vert
new file mode 100644
index 0000000..1db6dc5
--- /dev/null
+++ b/shaders/water.vert
@@ -0,0 +1,16 @@
+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) in vec3 in_position ;
+layout(location = 2) in vec4 in_color ;
+layout(location = 1) in vec3 in_normal ;
+layout(location = 3) in vec2 in_texcoord ;
+
+layout(location = 4) uniform mat4 pjMatrix ;
+layout(location = 5) uniform mat4 mvMatrix ;
+layout(location = 7) uniform mat3 normalMatrix ;
+
+void main() {
+ gl_Position = pjMatrix * mvMatrix * vec4( in_position, 1.0 );
+}