"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
"uniform bool uAlphatest;\n"
+"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
"\n"
"#line 1 1 \n"
"// :D\n"
" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
" sun_colour *= sun_shape;\n"
"\n"
-"\n"
+" \n"
" float star = 0.0;\n"
-" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
-" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
-" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+" if( star_blend > 0.001 ){\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 11 0 \n"
+"#line 12 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 13 0 \n"
"\n"
"vec2 smin( float a, float b, float k ){\n"
" float h = max( k-abs(a-b), 0.0 )/k;\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"
-" vec3 vfrag = vec3(0.5);\n"
+" vec3 vfrag = vec3(0.898,0.811,0.716);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
" qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
" float d3 = distance(p0,aCo);\n"
" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
"\n"
-" oColour = vec4( vfrag+emit, 1.0 );\n"
+" vfrag += emit;\n"
+"\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*uMapInfo.z);\n"
+" }\n"
+"\n"
+" oColour = vec4( vfrag, 1.0 );\n"
" //oColour = vec4( vfrag, 1.0 );\n"
"}\n"
""},
static GLuint _uniform_scene_override_uPlayerPos;
static GLuint _uniform_scene_override_uSpawnPos;
static GLuint _uniform_scene_override_uAlphatest;
+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_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_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" );