.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"
"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 7 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
-"#line 1 2 \n"
+"#line 8 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 9 0 \n"
"\n"
"float filtered_stripe( in float p, in float ddx, in float ddy )\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" );