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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_character_view.h
diff --git
a/shaders/model_character_view.h
b/shaders/model_character_view.h
index d7e69019a6c96a57def725c40cfa99eb26243dcc..bae097d5a097ba0826ebe46fb9728b6fb8587ac9 100644
(file)
--- a/
shaders/model_character_view.h
+++ b/
shaders/model_character_view.h
@@
-65,7
+65,7
@@
static struct vg_shader _shader_model_character_view = {
" aCo = a_co;\n"
" aWorldCo = world_pos;\n"
"\n"
" aCo = a_co;\n"
" aWorldCo = world_pos;\n"
"\n"
-" // TODO:\n"
+" // TODO:
motion vectors
\n"
" aMotionVec0 = vec3(1.0);\n"
" aMotionVec1 = vec3(1.0);\n"
"}\n"
" aMotionVec0 = vec3(1.0);\n"
" aMotionVec1 = vec3(1.0);\n"
"}\n"
@@
-212,9
+212,8
@@
static struct vg_shader _shader_model_character_view = {
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return
texture( g_world_depth, depth_coord ).g-
ref_depth;\n"
+" return
world_depth_sample( pos ) -
ref_depth;\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"