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Revert "some niceer ui stuff"
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_position.h
diff --git
a/shaders/scene_position.h
b/shaders/scene_position.h
index 029b8aae59fcc122f0e9846b9075f7acbac29610..e0b9982965b21b8de05c7688c807239a1355f437 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"
@@
-390,7
+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"