"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"
" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
+" float fdelta = height_sample - co.y;\n"
" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
" return 1.0;\n"
" }\n"
"\n"
" float flength = g_shadow_length;\n"
"\n"
" float famt = 0.0;\n"
-" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
"\n"
-" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
"\n"
" return 1.0 - famt;\n"
"}\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
" float fdist = length(halfview);\n"
" halfview /= fdist;\n"
"\n"
-" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
"\n"
" vec3 total_light = clearskies_lighting( \n"
" normal, min( light_mask, world_shadow ), halfview );\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_standard_uTexMain;
static GLuint _uniform_scene_standard_uCamera;
static GLuint _uniform_scene_standard_uPlane;
-static GLuint _uniform_scene_standard_uBoard0;
-static GLuint _uniform_scene_standard_uBoard1;
static GLuint _uniform_scene_standard_g_world_depth;
static GLuint _uniform_scene_standard_uLightsArray;
static GLuint _uniform_scene_standard_uLightsIndex;
static void shader_scene_standard_uPlane(v4f v){
glUniform4fv(_uniform_scene_standard_uPlane,1,v);
}
-static void shader_scene_standard_uBoard0(v3f v){
- glUniform3fv(_uniform_scene_standard_uBoard0,1,v);
-}
-static void shader_scene_standard_uBoard1(v3f v){
- glUniform3fv(_uniform_scene_standard_uBoard1,1,v);
-}
static void shader_scene_standard_g_world_depth(int i){
glUniform1i(_uniform_scene_standard_g_world_depth,i);
}
_uniform_scene_standard_uTexMain = glGetUniformLocation( _shader_scene_standard.id, "uTexMain" );
_uniform_scene_standard_uCamera = glGetUniformLocation( _shader_scene_standard.id, "uCamera" );
_uniform_scene_standard_uPlane = glGetUniformLocation( _shader_scene_standard.id, "uPlane" );
- _uniform_scene_standard_uBoard0 = glGetUniformLocation( _shader_scene_standard.id, "uBoard0" );
- _uniform_scene_standard_uBoard1 = glGetUniformLocation( _shader_scene_standard.id, "uBoard1" );
_uniform_scene_standard_g_world_depth = glGetUniformLocation( _shader_scene_standard.id, "g_world_depth" );
_uniform_scene_standard_uLightsArray = glGetUniformLocation( _shader_scene_standard.id, "uLightsArray" );
_uniform_scene_standard_uLightsIndex = glGetUniformLocation( _shader_scene_standard.id, "uLightsIndex" );