"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
"uniform vec4 uColour;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
" vec4 g_sunset_ambient;\n"
" vec4 g_sun_colour;\n"
" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
"\n"
" float g_water_fog;\n"
" float g_time;\n"
+" float g_realtime;\n"
" float g_shadow_length;\n"
" float g_shadow_spread;\n"
"\n"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 41 0 \n"
+"#line 44 0 \n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\n"
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
"\n"
-" if( light_dir.w < 0.999999 )\n"
-" {\n"
+" if( light_dir.w < 0.999999 ){\n"
" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
" }\n"
"\n"
-" return light_colour.rgb * attenuation * falloff;\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
"}\n"
"\n"
"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
"\n"
" vec3 l = vec3(0.0);\n"
"\n"
-" if( light_count >= 1u )\n"
-" {\n"
+" if( light_count >= 1u ){\n"
" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
"\n"
" l += scene_calculate_light( index_0, halfview, co, normal );\n"
"\n"
-" if( light_count >= 2u )\n"
-" {\n"
+" if( light_count >= 2u ){\n"
" l += scene_calculate_light( index_1, halfview, co, normal );\n"
"\n"
-" if( light_count >= 3u )\n"
-" {\n"
+" if( light_count >= 3u ){\n"
" l += scene_calculate_light( index_2, halfview, co, normal );\n"
" }\n"
" }\n"
"float compute_board_shadow()\n"
"{\n"
" // player shadow\n"
-" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-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 world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 9 0 \n"
+"#line 7 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 10 0 \n"
+"#line 8 0 \n"
+"\n"
+"float filtered_stripe( in float p, in float ddx, in float ddy )\n"
+"{\n"
+" float w = max(abs(ddx), abs(ddy)) + 0.02;\n"
+" float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n"
+" return 0.5 - i;\n"
+"}\n"
"\n"
"void main()\n"
"{\n"
" vfrag = pow(uColour.rgb,vec3(1.0/2.2));\n"
" vfrag -= rgarbage.a*0.1;\n"
"\n"
-" if( wgarbage.g < 0.3 )\n"
+" if( wgarbage.g < 0.1 )\n"
" discard;\n"
"\n"
+" float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;\n"
+" float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );\n"
+" vfrag *= 0.9+stripe*uColour.a; \n"
+"\n"
" if( g_light_preview == 1 )\n"
" {\n"
" vfrag = vec3(0.5);\n"
" }\n"
"\n"
" // Lighting\n"
-" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(vfrag, 1.0);\n"
+" oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n"
"}\n"
""},
};
static GLuint _uniform_scene_route_uTexGradients;
static GLuint _uniform_scene_route_uCamera;
static GLuint _uniform_scene_route_uColour;
-static GLuint _uniform_scene_route_uBoard0;
-static GLuint _uniform_scene_route_uBoard1;
static GLuint _uniform_scene_route_g_world_depth;
static GLuint _uniform_scene_route_uLightsArray;
static GLuint _uniform_scene_route_uLightsIndex;
static void shader_scene_route_uColour(v4f v){
glUniform4fv(_uniform_scene_route_uColour,1,v);
}
-static void shader_scene_route_uBoard0(v3f v){
- glUniform3fv(_uniform_scene_route_uBoard0,1,v);
-}
-static void shader_scene_route_uBoard1(v3f v){
- glUniform3fv(_uniform_scene_route_uBoard1,1,v);
-}
static void shader_scene_route_g_world_depth(int i){
glUniform1i(_uniform_scene_route_g_world_depth,i);
}
_uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" );
_uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );
_uniform_scene_route_uColour = glGetUniformLocation( _shader_scene_route.id, "uColour" );
- _uniform_scene_route_uBoard0 = glGetUniformLocation( _shader_scene_route.id, "uBoard0" );
- _uniform_scene_route_uBoard1 = glGetUniformLocation( _shader_scene_route.id, "uBoard1" );
_uniform_scene_route_g_world_depth = glGetUniformLocation( _shader_scene_route.id, "g_world_depth" );
_uniform_scene_route_uLightsArray = glGetUniformLocation( _shader_scene_route.id, "uLightsArray" );
_uniform_scene_route_uLightsIndex = glGetUniformLocation( _shader_scene_route.id, "uLightsIndex" );