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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
viewchar.h
diff --git
a/shaders/viewchar.h
b/shaders/viewchar.h
index 00dc353ae372541bc8a63cbcf5629acc6e060258..d7181ff4e85e213cb79ae5cce1ce1908f4c2e123 100644
(file)
--- a/
shaders/viewchar.h
+++ b/
shaders/viewchar.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_viewchar = {
.link = shader_viewchar_link,
.vs =
{
.link = shader_viewchar_link,
.vs =
{
-.orig_file = "../../shaders/standard_skinned.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
@@
-50,7
+49,6
@@
static struct vg_shader _shader_viewchar = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/viewchar.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-75,6
+73,7
@@
static struct vg_shader _shader_viewchar = {
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
@@
-139,6
+138,11
@@
static struct vg_shader _shader_viewchar = {
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
@@
-174,13
+178,12
@@
static struct vg_shader _shader_viewchar = {
"\n"
" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
"\n"
"\n"
" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
"\n"
-" vfrag =
do_light_diffuse( vfrag, qnorm
);\n"
-" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
+" vfrag =
mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5
);\n"
+"
//
vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
" float opacity = clamp( fdist, 0.1, 1.0 );\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
" float opacity = clamp( fdist, 0.1, 1.0 );\n"
-"\n"
" FragColor = vec4(vfrag,opacity);\n"
"}\n"
""},
" FragColor = vec4(vfrag,opacity);\n"
"}\n"
""},
@@
-192,16
+195,16
@@
static GLuint _uniform_viewchar_uTexMain;
static GLuint _uniform_viewchar_uCamera;
static GLuint _uniform_viewchar_g_world_depth;
static void shader_viewchar_uPv(m4x4f m){
static GLuint _uniform_viewchar_uCamera;
static GLuint _uniform_viewchar_g_world_depth;
static void shader_viewchar_uPv(m4x4f m){
- glUniformMatrix4fv(
_uniform_viewchar_uPv, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4fv(
_uniform_viewchar_uPv,1,GL_FALSE,(float*)m
);
}
static void shader_viewchar_uTexMain(int i){
}
static void shader_viewchar_uTexMain(int i){
- glUniform1i(
_uniform_viewchar_uTexMain, i
);
+ glUniform1i(
_uniform_viewchar_uTexMain,i
);
}
static void shader_viewchar_uCamera(v3f v){
}
static void shader_viewchar_uCamera(v3f v){
- glUniform3fv(
_uniform_viewchar_uCamera, 1, v
);
+ glUniform3fv(
_uniform_viewchar_uCamera,1,v
);
}
static void shader_viewchar_g_world_depth(int i){
}
static void shader_viewchar_g_world_depth(int i){
- glUniform1i(
_uniform_viewchar_g_world_depth, i
);
+ glUniform1i(
_uniform_viewchar_g_world_depth,i
);
}
static void shader_viewchar_register(void){
vg_shader_register( &_shader_viewchar );
}
static void shader_viewchar_register(void){
vg_shader_register( &_shader_viewchar );