chill out cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_standard.h
index e6d6e6f67c2ffbceca693801c413af7c431ee536..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"
@@ -96,6 +94,8 @@ 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"
@@ -196,7 +196,7 @@ static struct vg_shader _shader_scene_standard = {
 "   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"
@@ -391,7 +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"
@@ -403,7 +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"
@@ -423,7 +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"
@@ -453,8 +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;
@@ -479,12 +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);
 }
@@ -500,8 +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" );