.link = shader_scene_route_link,
.vs =
{
-.orig_file = "shaders/scene.vs",
+.orig_file = "shaders/scene_override.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec4 a_norm;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
+"uniform mat3 uNormalMtx;\n"
"\n"
"out vec2 aUv;\n"
"out vec4 aNorm;\n"
" gl_Position = vproj0;\n"
"\n"
" aUv = a_uv;\n"
-" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
+" aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
"}\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"
static GLuint _uniform_scene_route_uMdl;
static GLuint _uniform_scene_route_uPv;
static GLuint _uniform_scene_route_uPvmPrev;
+static GLuint _uniform_scene_route_uNormalMtx;
static GLuint _uniform_scene_route_uTexGarbage;
static GLuint _uniform_scene_route_uTexGradients;
static GLuint _uniform_scene_route_uCamera;
static void shader_scene_route_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_scene_route_uPvmPrev,1,GL_FALSE,(float*)m);
}
+static void shader_scene_route_uNormalMtx(m3x3f m){
+ glUniformMatrix3fv(_uniform_scene_route_uNormalMtx,1,GL_FALSE,(float*)m);
+}
static void shader_scene_route_uTexGarbage(int i){
glUniform1i(_uniform_scene_route_uTexGarbage,i);
}
_uniform_scene_route_uMdl = glGetUniformLocation( _shader_scene_route.id, "uMdl" );
_uniform_scene_route_uPv = glGetUniformLocation( _shader_scene_route.id, "uPv" );
_uniform_scene_route_uPvmPrev = glGetUniformLocation( _shader_scene_route.id, "uPvmPrev" );
+ _uniform_scene_route_uNormalMtx = glGetUniformLocation( _shader_scene_route.id, "uNormalMtx" );
_uniform_scene_route_uTexGarbage = glGetUniformLocation( _shader_scene_route.id, "uTexGarbage" );
_uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" );
_uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );