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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vblend.h
diff --git
a/shaders/vblend.h
b/shaders/vblend.h
index 45782ad90fe506b6bedf2eff6c406cd0566974d8..3f5bfdc14ed136eb21c6856f253926a1af0e797f 100644
(file)
--- a/
shaders/vblend.h
+++ b/
shaders/vblend.h
@@
-23,14
+23,17
@@
static struct vg_shader _shader_vblend = {
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
"}\n"
""},
.fs =
@@
-48,6
+51,7
@@
static struct vg_shader _shader_vblend = {
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
@@
-102,7
+106,7
@@
static struct vg_shader _shader_vblend = {
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = a
World
Co + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
@@
-147,7
+151,7
@@
static struct vg_shader _shader_vblend = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 1
4
0 \n"
+"#line 1
5
0 \n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
@@
-180,7
+184,7
@@
static struct vg_shader _shader_vblend = {
" }\n"
"\n"
" // Lighting\n"
" }\n"
"\n"
" // Lighting\n"
-" vec3 halfview = uCamera - aCo;\n"
+" vec3 halfview = uCamera - a
World
Co;\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"