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fix again
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_position.h
diff --git
a/shaders/scene_position.h
b/shaders/scene_position.h
index b3bf28f49de9750f97dcecb8cbd9c209bd4d1488..3fe8c7ee1c2f582f641d6328c23d943f8f2bb7d1 100644
(file)
--- a/
shaders/scene_position.h
+++ b/
shaders/scene_position.h
@@
-95,6
+95,8
@@
static struct vg_shader _shader_scene_position = {
" vec4 g_sunset_ambient;\n"
" vec4 g_sun_colour;\n"
" vec4 g_sun_dir;\n"
" vec4 g_sunset_ambient;\n"
" vec4 g_sun_colour;\n"
" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
"\n"
" float g_water_fog;\n"
" float g_time;\n"
"\n"
" float g_water_fog;\n"
" float g_time;\n"
@@
-195,7
+197,7
@@
static struct vg_shader _shader_scene_position = {
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 4
2
0 \n"
+"#line 4
4
0 \n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\n"
@@
-205,9
+207,8
@@
static struct vg_shader _shader_scene_position = {
"\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"
@@
-275,7
+276,7
@@
static struct vg_shader _shader_scene_position = {
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0
f/( 1.0f
+ quadratic );\n"
+" float attenuation = 1.0
/( 1.0
+ quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
@@
-391,7
+392,8
@@
static struct vg_shader _shader_scene_position = {
"float compute_board_shadow()\n"
"{\n"
" // player shadow\n"
"float compute_board_shadow()\n"
"{\n"
" // player shadow\n"
-" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-0.1 );\n"
" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
"\n"
" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
"\n"