dont try to load nothign
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_override.h
index 74caeffcdfa1430a73d30f7de8703839d6ad6456..0d7515b8c7616b864160cdbdb3bde784925962e5 100644 (file)
@@ -71,7 +71,7 @@ static struct vg_shader _shader_scene_override = {
 "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
 "uniform vec4 uSpawnPos;  /* w: inverse distance to uPlayerPos */\n"
 "uniform bool uAlphatest;\n"
-"uniform float uIsoAmt;\n"
+"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -479,7 +479,11 @@ static struct vg_shader _shader_scene_override = {
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
 "\n"
 "   float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
-"   if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n"
+"   float dy0 = aCo.y - uMapInfo.x;\n"
+"   float dy1 = uMapInfo.y - aCo.y;\n"
+"\n"
+"   if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n"
+"      discard;\n"
 "\n"
 "   compute_motion_vectors();\n"
 "\n"
@@ -518,13 +522,12 @@ static struct vg_shader _shader_scene_override = {
 "\n"
 "   vfrag += emit;\n"
 "\n"
-"   if( uIsoAmt > 0.0 ){\n"
+"   if( uMapInfo.z > 0.0 ){\n"
 "      float height = fract( aCo.y * 0.1 );\n"
 "      float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n"
-"      vfrag *= 1.0f+(lg*0.4*uIsoAmt);\n"
+"      vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n"
 "   }\n"
 "\n"
-"\n"
 "   oColour = vec4( vfrag, 1.0 );\n"
 "   //oColour = vec4( vfrag, 1.0 );\n"
 "}\n"
@@ -542,7 +545,7 @@ 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_uIsoAmt;
+static GLuint _uniform_scene_override_uMapInfo;
 static GLuint _uniform_scene_override_g_world_depth;
 static GLuint _uniform_scene_override_uLightsArray;
 static GLuint _uniform_scene_override_uLightsIndex;
@@ -579,8 +582,8 @@ static void shader_scene_override_uSpawnPos(v4f v){
 static void shader_scene_override_uAlphatest(int b){
    glUniform1i(_uniform_scene_override_uAlphatest,b);
 }
-static void shader_scene_override_uIsoAmt(float f){
-   glUniform1f(_uniform_scene_override_uIsoAmt,f);
+static void shader_scene_override_uMapInfo(v4f v){
+   glUniform4fv(_uniform_scene_override_uMapInfo,1,v);
 }
 static void shader_scene_override_g_world_depth(int i){
    glUniform1i(_uniform_scene_override_g_world_depth,i);
@@ -601,7 +604,7 @@ static void shader_scene_override_link(void){
    _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_uIsoAmt = glGetUniformLocation( _shader_scene_override.id, "uIsoAmt" );
+   _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" );
    _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" );