"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
"uniform bool uAlphatest;\n"
-"uniform float uIsoAmt;\n"
+"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
"\n"
"#line 1 1 \n"
"// :D\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
" float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
-" if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n"
+" float dy0 = aCo.y - uMapInfo.x;\n"
+" float dy1 = uMapInfo.y - aCo.y;\n"
+"\n"
+" if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n"
+" discard;\n"
"\n"
" compute_motion_vectors();\n"
"\n"
"\n"
" vfrag += emit;\n"
"\n"
-" if( uIsoAmt > 0.0 ){\n"
+" if( uMapInfo.z > 0.0 ){\n"
" float height = fract( aCo.y * 0.1 );\n"
" float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n"
-" vfrag *= 1.0f+(lg*0.2*uIsoAmt);\n"
+" vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n"
" }\n"
"\n"
" oColour = vec4( vfrag, 1.0 );\n"
static GLuint _uniform_scene_override_uPlayerPos;
static GLuint _uniform_scene_override_uSpawnPos;
static GLuint _uniform_scene_override_uAlphatest;
-static GLuint _uniform_scene_override_uIsoAmt;
+static GLuint _uniform_scene_override_uMapInfo;
static GLuint _uniform_scene_override_g_world_depth;
static GLuint _uniform_scene_override_uLightsArray;
static GLuint _uniform_scene_override_uLightsIndex;
static void shader_scene_override_uAlphatest(int b){
glUniform1i(_uniform_scene_override_uAlphatest,b);
}
-static void shader_scene_override_uIsoAmt(float f){
- glUniform1f(_uniform_scene_override_uIsoAmt,f);
+static void shader_scene_override_uMapInfo(v4f v){
+ glUniform4fv(_uniform_scene_override_uMapInfo,1,v);
}
static void shader_scene_override_g_world_depth(int i){
glUniform1i(_uniform_scene_override_g_world_depth,i);
_uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
_uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
_uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
- _uniform_scene_override_uIsoAmt = glGetUniformLocation( _shader_scene_override.id, "uIsoAmt" );
+ _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" );
_uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
_uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
_uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );