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initial gui for remote players lobby
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_route.h
diff --git
a/shaders/scene_route.h
b/shaders/scene_route.h
index 4fe92e0c369ffe43980147c75a7104cf7b374e10..b37cf62905335e96218c7fe38cb05e44e5f924fe 100644
(file)
--- a/
shaders/scene_route.h
+++ b/
shaders/scene_route.h
@@
-66,8
+66,6
@@
static struct vg_shader _shader_scene_route = {
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
"uniform vec4 uColour;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
"uniform vec4 uColour;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
"\n"
"#line 1 1 \n"
"// :D\n"
@@
-96,6
+94,8
@@
static struct vg_shader _shader_scene_route = {
" 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"
@@
-196,7
+196,7
@@
static struct vg_shader _shader_scene_route = {
" 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"
@@
-206,9
+206,8
@@
static struct vg_shader _shader_scene_route = {
"\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"
@@
-276,7
+275,7
@@
static struct vg_shader _shader_scene_route = {
" 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"
@@
-392,7
+391,8
@@
static struct vg_shader _shader_scene_route = {
"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"
@@
-404,7
+404,7
@@
static struct vg_shader _shader_scene_route = {
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line
9
0 \n"
+"#line
7
0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
@@
-424,7
+424,7
@@
static struct vg_shader _shader_scene_route = {
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line
10
0 \n"
+"#line
8
0 \n"
"\n"
"float filtered_stripe( in float p, in float ddx, in float ddy )\n"
"{\n"
"\n"
"float filtered_stripe( in float p, in float ddx, in float ddy )\n"
"{\n"
@@
-470,8
+470,7
@@
static struct vg_shader _shader_scene_route = {
" }\n"
"\n"
" // Lighting\n"
" }\n"
"\n"
" // Lighting\n"
-" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(vfrag, 1.0);\n"
+" oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n"
"}\n"
""},
};
"}\n"
""},
};
@@
-483,8
+482,6
@@
static GLuint _uniform_scene_route_uTexGarbage;
static GLuint _uniform_scene_route_uTexGradients;
static GLuint _uniform_scene_route_uCamera;
static GLuint _uniform_scene_route_uColour;
static GLuint _uniform_scene_route_uTexGradients;
static GLuint _uniform_scene_route_uCamera;
static GLuint _uniform_scene_route_uColour;
-static GLuint _uniform_scene_route_uBoard0;
-static GLuint _uniform_scene_route_uBoard1;
static GLuint _uniform_scene_route_g_world_depth;
static GLuint _uniform_scene_route_uLightsArray;
static GLuint _uniform_scene_route_uLightsIndex;
static GLuint _uniform_scene_route_g_world_depth;
static GLuint _uniform_scene_route_uLightsArray;
static GLuint _uniform_scene_route_uLightsIndex;
@@
-509,12
+506,6
@@
static void shader_scene_route_uCamera(v3f v){
static void shader_scene_route_uColour(v4f v){
glUniform4fv(_uniform_scene_route_uColour,1,v);
}
static void shader_scene_route_uColour(v4f v){
glUniform4fv(_uniform_scene_route_uColour,1,v);
}
-static void shader_scene_route_uBoard0(v3f v){
- glUniform3fv(_uniform_scene_route_uBoard0,1,v);
-}
-static void shader_scene_route_uBoard1(v3f v){
- glUniform3fv(_uniform_scene_route_uBoard1,1,v);
-}
static void shader_scene_route_g_world_depth(int i){
glUniform1i(_uniform_scene_route_g_world_depth,i);
}
static void shader_scene_route_g_world_depth(int i){
glUniform1i(_uniform_scene_route_g_world_depth,i);
}
@@
-530,8
+521,6
@@
static void shader_scene_route_link(void){
_uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" );
_uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );
_uniform_scene_route_uColour = glGetUniformLocation( _shader_scene_route.id, "uColour" );
_uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" );
_uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );
_uniform_scene_route_uColour = glGetUniformLocation( _shader_scene_route.id, "uColour" );
- _uniform_scene_route_uBoard0 = glGetUniformLocation( _shader_scene_route.id, "uBoard0" );
- _uniform_scene_route_uBoard1 = glGetUniformLocation( _shader_scene_route.id, "uBoard1" );
_uniform_scene_route_g_world_depth = glGetUniformLocation( _shader_scene_route.id, "g_world_depth" );
_uniform_scene_route_uLightsArray = glGetUniformLocation( _shader_scene_route.id, "uLightsArray" );
_uniform_scene_route_uLightsIndex = glGetUniformLocation( _shader_scene_route.id, "uLightsIndex" );
_uniform_scene_route_g_world_depth = glGetUniformLocation( _shader_scene_route.id, "g_world_depth" );
_uniform_scene_route_uLightsArray = glGetUniformLocation( _shader_scene_route.id, "uLightsArray" );
_uniform_scene_route_uLightsIndex = glGetUniformLocation( _shader_scene_route.id, "uLightsIndex" );