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Revert "some niceer ui stuff"
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_terrain.h
diff --git
a/shaders/scene_terrain.h
b/shaders/scene_terrain.h
index 6befad3a3b6426ccc517dfcbae74e30fe79145e0..9886809ac7a509afeb3279bb01392b84beff1b05 100644
(file)
--- a/
shaders/scene_terrain.h
+++ b/
shaders/scene_terrain.h
@@
-67,8
+67,6
@@
static struct vg_shader _shader_scene_terrain = {
"uniform vec3 uCamera;\n"
"uniform vec3 uSandColour;\n"
"uniform vec2 uBlendOffset;\n"
"uniform vec3 uCamera;\n"
"uniform vec3 uSandColour;\n"
"uniform vec2 uBlendOffset;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
"\n"
"#line 1 1 \n"
"// :D\n"
@@
-97,6
+95,8
@@
static struct vg_shader _shader_scene_terrain = {
" 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"
@@
-197,7
+197,7
@@
static struct vg_shader _shader_scene_terrain = {
" 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"
@@
-207,9
+207,8
@@
static struct vg_shader _shader_scene_terrain = {
"\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"
@@
-393,7
+392,8
@@
static struct vg_shader _shader_scene_terrain = {
"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"
@@
-405,7
+405,7
@@
static struct vg_shader _shader_scene_terrain = {
" 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
10
0 \n"
+"#line
8
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"
@@
-425,7
+425,7
@@
static struct vg_shader _shader_scene_terrain = {
" 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
11
0 \n"
+"#line
9
0 \n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
@@
-478,8
+478,6
@@
static GLuint _uniform_scene_terrain_uTexGradients;
static GLuint _uniform_scene_terrain_uCamera;
static GLuint _uniform_scene_terrain_uSandColour;
static GLuint _uniform_scene_terrain_uBlendOffset;
static GLuint _uniform_scene_terrain_uCamera;
static GLuint _uniform_scene_terrain_uSandColour;
static GLuint _uniform_scene_terrain_uBlendOffset;
-static GLuint _uniform_scene_terrain_uBoard0;
-static GLuint _uniform_scene_terrain_uBoard1;
static GLuint _uniform_scene_terrain_g_world_depth;
static GLuint _uniform_scene_terrain_uLightsArray;
static GLuint _uniform_scene_terrain_uLightsIndex;
static GLuint _uniform_scene_terrain_g_world_depth;
static GLuint _uniform_scene_terrain_uLightsArray;
static GLuint _uniform_scene_terrain_uLightsIndex;
@@
-507,12
+505,6
@@
static void shader_scene_terrain_uSandColour(v3f v){
static void shader_scene_terrain_uBlendOffset(v2f v){
glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
}
static void shader_scene_terrain_uBlendOffset(v2f v){
glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
}
-static void shader_scene_terrain_uBoard0(v3f v){
- glUniform3fv(_uniform_scene_terrain_uBoard0,1,v);
-}
-static void shader_scene_terrain_uBoard1(v3f v){
- glUniform3fv(_uniform_scene_terrain_uBoard1,1,v);
-}
static void shader_scene_terrain_g_world_depth(int i){
glUniform1i(_uniform_scene_terrain_g_world_depth,i);
}
static void shader_scene_terrain_g_world_depth(int i){
glUniform1i(_uniform_scene_terrain_g_world_depth,i);
}
@@
-529,8
+521,6
@@
static void shader_scene_terrain_link(void){
_uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" );
_uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" );
_uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
_uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" );
_uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" );
_uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
- _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" );
- _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" );
_uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
_uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
_uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );
_uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
_uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
_uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );