"void main()\n"
"{\n"
" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
-" float c = -cos(w*0.2);\n"
-" float s = -sin(w*0.2);\n"
+" float c = -cos(w*0.6);\n"
+" float s = -sin(w*0.6);\n"
" float r = 0.2;\n"
"\n"
" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
"uniform sampler2D uTexMain;\n"
"uniform vec3 uCamera;\n"
"uniform vec4 uPlane;\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"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 42 0 \n"
+"#line 44 0 \n"
"\n"
"float world_depth_sample( vec3 pos )\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"
"void main()\n"
"{\n"
static GLuint _uniform_scene_scoretext_uTexMain;
static GLuint _uniform_scene_scoretext_uCamera;
static GLuint _uniform_scene_scoretext_uPlane;
-static GLuint _uniform_scene_scoretext_uBoard0;
-static GLuint _uniform_scene_scoretext_uBoard1;
static GLuint _uniform_scene_scoretext_g_world_depth;
static GLuint _uniform_scene_scoretext_uLightsArray;
static GLuint _uniform_scene_scoretext_uLightsIndex;
static void shader_scene_scoretext_uPlane(v4f v){
glUniform4fv(_uniform_scene_scoretext_uPlane,1,v);
}
-static void shader_scene_scoretext_uBoard0(v3f v){
- glUniform3fv(_uniform_scene_scoretext_uBoard0,1,v);
-}
-static void shader_scene_scoretext_uBoard1(v3f v){
- glUniform3fv(_uniform_scene_scoretext_uBoard1,1,v);
-}
static void shader_scene_scoretext_g_world_depth(int i){
glUniform1i(_uniform_scene_scoretext_g_world_depth,i);
}
_uniform_scene_scoretext_uTexMain = glGetUniformLocation( _shader_scene_scoretext.id, "uTexMain" );
_uniform_scene_scoretext_uCamera = glGetUniformLocation( _shader_scene_scoretext.id, "uCamera" );
_uniform_scene_scoretext_uPlane = glGetUniformLocation( _shader_scene_scoretext.id, "uPlane" );
- _uniform_scene_scoretext_uBoard0 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard0" );
- _uniform_scene_scoretext_uBoard1 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard1" );
_uniform_scene_scoretext_g_world_depth = glGetUniformLocation( _shader_scene_scoretext.id, "g_world_depth" );
_uniform_scene_scoretext_uLightsArray = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsArray" );
_uniform_scene_scoretext_uLightsIndex = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsIndex" );