optimisations
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_override.h
index d43accab85b3d91bcc90f6fad46bd0f26275daac..3f59770ea3b1b9b5814bb7e21c3a494de27aa8d6 100644 (file)
@@ -67,8 +67,9 @@ static struct vg_shader _shader_scene_override = {
 "uniform vec3 uCamera;\n"
 "uniform vec4 uPlane;\n"
 "\n"
-"uniform vec4 uPlayerPos;\n"
-"uniform vec4 uSpawnPos;\n"
+"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
+"uniform vec4 uSpawnPos;  /* w: inverse distance to uPlayerPos */\n"
+"uniform bool uAlphatest;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -407,7 +408,7 @@ static struct vg_shader _shader_scene_override = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     10        0 \n"
+"#line     11        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -427,10 +428,9 @@ static struct vg_shader _shader_scene_override = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
+"#line     12        0 \n"
 "\n"
-"vec2 smin( float a, float b, float k )\n"
-"{\n"
+"vec2 smin( float a, float b, float k ){\n"
 "   float h = max( k-abs(a-b), 0.0 )/k;\n"
 "   float m = h*h*0.5;\n"
 "   float s = m*k*(1.0/2.0);\n"
@@ -441,8 +441,7 @@ static struct vg_shader _shader_scene_override = {
 "      return vec2(b-s,1.0-m);\n"
 "}\n"
 "\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
 "   vec2 ssuv = gl_FragCoord.xy;\n"
 "   vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
@@ -455,33 +454,35 @@ static struct vg_shader _shader_scene_override = {
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "\n"
-"   if( !gl_FrontFacing ){\n"
-"      qnorm *= -1.0;\n"
+"   if( uAlphatest ){\n"
+"      vec4 vSample = texture( uTexMain, aUv );\n"
+"      if( vSample.a < 0.5 )\n"
+"         discard;\n"
+"   }\n"
+"   else{\n"
+"      if( !gl_FrontFacing ){\n"
+"         qnorm *= -1.0;\n"
+"      }\n"
 "   }\n"
 "\n"
 "   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"\n"
+"   \n"
+"   // dots\n"
 "   float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
 "   float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
 "\n"
 "   vec2 dm = smin( d0, d1, 10.0 );\n"
-"   float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
-"\n"
+"   float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
+"               max(0.0,1.0-dm.x*0.04) * \n"
+"               max(0.0,qnorm.y);\n"
 "   vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
 "\n"
-"\n"
-"\n"
-"\n"
-"   vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
-"   float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
-"   distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
-"\n"
+"   // line\n"
+"   vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
+"   float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
 "   vec3 p0 = uPlayerPos.xyz + v0*t;\n"
 "   float d3 = distance(p0,aWorldCo);\n"
-"\n"
-"   float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
-"\n"
-"   emit += vec3(lp);\n"
+"   emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
 "\n"
 "   oColour = vec4( vfrag+emit, 1.0 );\n"
 "}\n"
@@ -497,6 +498,7 @@ static GLuint _uniform_scene_override_uCamera;
 static GLuint _uniform_scene_override_uPlane;
 static GLuint _uniform_scene_override_uPlayerPos;
 static GLuint _uniform_scene_override_uSpawnPos;
+static GLuint _uniform_scene_override_uAlphatest;
 static GLuint _uniform_scene_override_g_world_depth;
 static GLuint _uniform_scene_override_uLightsArray;
 static GLuint _uniform_scene_override_uLightsIndex;
@@ -527,6 +529,9 @@ static void shader_scene_override_uPlayerPos(v4f v){
 static void shader_scene_override_uSpawnPos(v4f v){
    glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
 }
+static void shader_scene_override_uAlphatest(int b){
+   glUniform1i(_uniform_scene_override_uAlphatest,b);
+}
 static void shader_scene_override_g_world_depth(int i){
    glUniform1i(_uniform_scene_override_g_world_depth,i);
 }
@@ -544,6 +549,7 @@ static void shader_scene_override_link(void){
    _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
    _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
    _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
+   _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
    _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
    _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
    _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );