return mix( vfrag, g_ambient_colour.rgb, faccum );
}
-// FIXME
float sdLine( vec3 p, vec3 a, vec3 b )
{
vec3 pa = p - a;
famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
// player shadow
- float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );
- float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );
+ float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
+ float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
player_shadow *= player_shadow*player_shadow*player_shadow;
- famt = max( player_shadow*0.6, famt );
+ famt = max( player_shadow*0.8, famt );
return mix( vfrag, g_ambient_colour.rgb, famt );
}