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fix again
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water.h
diff --git
a/shaders/scene_water.h
b/shaders/scene_water.h
index 5d4a5d2eca2126bacf148802028b9f08bb3e61fb..588477e3d85a741273f18df6e6bc98ceb617f052 100644
(file)
--- a/
shaders/scene_water.h
+++ b/
shaders/scene_water.h
@@
-103,6
+103,8
@@
static struct vg_shader _shader_scene_water = {
" 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"
@@
-203,7
+205,7
@@
static struct vg_shader _shader_scene_water = {
" 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"
@@
-213,9
+215,8
@@
static struct vg_shader _shader_scene_water = {
"\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"
@@
-283,7
+284,7
@@
static struct vg_shader _shader_scene_water = {
" 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"
@@
-399,7
+400,8
@@
static struct vg_shader _shader_scene_water = {
"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"
@@
-462,7
+464,7
@@
static struct vg_shader _shader_scene_water = {
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
-" float depthvalue = clamp( -world_water_depth(
aCo )*(1.0/25.0), 0.0,
1.0 );\n"
+" float depthvalue = clamp( -world_water_depth(
aCo)*(1.0/25.0), 0.0,
1.0 );\n"
"\n"
" vec2 world_coord = aCo.xz * 0.008;\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
"\n"
" vec2 world_coord = aCo.xz * 0.008;\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"