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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
common_world.glsl
diff --git
a/shaders/common_world.glsl
b/shaders/common_world.glsl
index 4d9b0d3d6a7211f6cdb38499338264ab252ffc84..a394acb75b73724666528c640a0698b5ac66b882 100644
(file)
--- a/
shaders/common_world.glsl
+++ b/
shaders/common_world.glsl
@@
-1,3
+1,5
@@
+layout (location = 0) out vec4 oColour;
+
layout (std140) uniform ub_world_lighting
{
vec4 g_light_colours[3];
layout (std140) uniform ub_world_lighting
{
vec4 g_light_colours[3];
@@
-9,6
+11,7
@@
layout (std140) uniform ub_world_lighting
float g_water_fog;
int g_light_count;
int g_light_preview;
float g_water_fog;
int g_light_count;
int g_light_preview;
+ int g_shadow_samples;
};
uniform sampler2D g_world_depth;
};
uniform sampler2D g_world_depth;
@@
-50,7
+53,7
@@
float world_depth_sample( vec3 pos )
float shadow_sample( vec3 vdir )
{
float shadow_sample( vec3 vdir )
{
- vec3 sample_pos = aCo + vdir;
+ vec3 sample_pos = a
World
Co + vdir;
float height_sample = world_depth_sample( sample_pos );
float fdelta = height_sample - sample_pos.y;
float height_sample = world_depth_sample( sample_pos );
float fdelta = height_sample - sample_pos.y;
@@
-73,6
+76,11
@@
vec3 do_light_shadowing_old( vec3 vfrag )
vec3 do_light_shadowing( vec3 vfrag )
{
vec3 do_light_shadowing( vec3 vfrag )
{
+ if( g_shadow_samples == 0 )
+ {
+ return vfrag;
+ }
+
float fspread = g_light_colours[0].w;
vec3 vdir = g_light_directions[0].xyz;
float flength = g_light_directions[0].w;
float fspread = g_light_colours[0].w;
vec3 vdir = g_light_directions[0].xyz;
float flength = g_light_directions[0].w;