now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
index c527d9032beacaead2bb5f08c399ca7f47e57ead..18d5c19062ec5d9afc1b92e55b68d3d1e19ec2e3 100644 (file)
@@ -74,8 +74,6 @@ static struct vg_shader _shader_model_character_view = {
 .static_src = 
 "uniform sampler2D uTexMain;\n"
 "uniform vec3 uCamera;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -99,8 +97,10 @@ static struct vg_shader _shader_model_character_view = {
 "   int g_light_preview;\n"
 "   int g_shadow_samples;\n"
 "\n"
-"   vec4 g_point_light_positions[32];\n"
-"   vec4 g_point_light_colours[32];\n"
+"   // g_time ?\n"
+"\n"
+"   //vec4 g_point_light_positions[32];\n"
+"   //vec4 g_point_light_colours[32];\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -127,15 +127,6 @@ static struct vg_shader _shader_model_character_view = {
 "   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
 "}\n"
 "\n"
-"float sdLine( vec3 p, vec3 a, vec3 b )\n"
-"{\n"
-"  vec3 pa = p - a;\n"
-"  vec3 ba = b - a;\n"
-"\n"
-"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
-"  return length( pa - ba*h );\n"
-"}\n"
-"\n"
 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
 "{\n"
 "   float dist = pow(fdist*0.0008,1.2);\n"
@@ -171,12 +162,7 @@ static struct vg_shader _shader_model_character_view = {
 "   famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
-"   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-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"
-"   return 1.0 - max( player_shadow*0.8, famt );\n"
+"   return 1.0 - famt;\n"
 "}\n"
 "\n"
 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
@@ -217,7 +203,7 @@ static struct vg_shader _shader_model_character_view = {
 "   return light_colour*attenuation;\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
+"#line     11        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -237,7 +223,7 @@ static struct vg_shader _shader_model_character_view = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     12        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -271,8 +257,6 @@ static GLuint _uniform_model_character_view_uPv;
 static GLuint _uniform_model_character_view_uTransforms;
 static GLuint _uniform_model_character_view_uTexMain;
 static GLuint _uniform_model_character_view_uCamera;
-static GLuint _uniform_model_character_view_uBoard0;
-static GLuint _uniform_model_character_view_uBoard1;
 static GLuint _uniform_model_character_view_g_world_depth;
 static void shader_model_character_view_uPv(m4x4f m){
    glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
@@ -283,12 +267,6 @@ static void shader_model_character_view_uTexMain(int i){
 static void shader_model_character_view_uCamera(v3f v){
    glUniform3fv(_uniform_model_character_view_uCamera,1,v);
 }
-static void shader_model_character_view_uBoard0(v3f v){
-   glUniform3fv(_uniform_model_character_view_uBoard0,1,v);
-}
-static void shader_model_character_view_uBoard1(v3f v){
-   glUniform3fv(_uniform_model_character_view_uBoard1,1,v);
-}
 static void shader_model_character_view_g_world_depth(int i){
    glUniform1i(_uniform_model_character_view_g_world_depth,i);
 }
@@ -301,8 +279,6 @@ static void shader_model_character_view_link(void){
    _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
    _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
    _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
-   _uniform_model_character_view_uBoard0 = glGetUniformLocation( _shader_model_character_view.id, "uBoard0" );
-   _uniform_model_character_view_uBoard1 = glGetUniformLocation( _shader_model_character_view.id, "uBoard1" );
    _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
 }
 #endif /* SHADER_model_character_view_H */