input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_standard.h
index 85f84673f7a74045cbf38309f26d288738683a21..bacef090005f3979d1ed31f7be8e1dc89578d0be 100644 (file)
@@ -66,8 +66,6 @@ static struct vg_shader _shader_scene_standard = {
 "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"
@@ -96,9 +94,12 @@ static struct vg_shader _shader_scene_standard = {
 "   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"
@@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_standard = {
 "   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"
@@ -205,9 +206,8 @@ static struct vg_shader _shader_scene_standard = {
 "\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"
@@ -280,13 +280,13 @@ static struct vg_shader _shader_scene_standard = {
 "\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"
@@ -296,20 +296,17 @@ static struct vg_shader _shader_scene_standard = {
 "\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"
@@ -394,7 +391,8 @@ static struct vg_shader _shader_scene_standard = {
 "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"
@@ -406,7 +404,7 @@ static struct vg_shader _shader_scene_standard = {
 "   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"
@@ -426,7 +424,7 @@ static struct vg_shader _shader_scene_standard = {
 "   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"
@@ -456,8 +454,6 @@ static GLuint _uniform_scene_standard_uTexGarbage;
 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;
@@ -482,12 +478,6 @@ static void shader_scene_standard_uCamera(v3f v){
 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);
 }
@@ -503,8 +493,6 @@ static void shader_scene_standard_link(void){
    _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" );