input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_standard_alphatest.h
index f14bd6c7793e7b3d33edb44614819185b61a4017..c512d36190bf952b2af5d49fcd0ed2412c578343 100644 (file)
@@ -64,8 +64,6 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 .static_src = 
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexMain;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
 "uniform vec3 uCamera;\n"
 "uniform vec4 uPlane;\n"
 "\n"
@@ -96,6 +94,8 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   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_alphatest = {
 "   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_alphatest = {
 "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_alphatest = {
 "   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_alphatest = {
 "   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"
@@ -454,8 +455,6 @@ static GLuint _uniform_scene_standard_alphatest_uPv;
 static GLuint _uniform_scene_standard_alphatest_uPvmPrev;
 static GLuint _uniform_scene_standard_alphatest_uTexGarbage;
 static GLuint _uniform_scene_standard_alphatest_uTexMain;
-static GLuint _uniform_scene_standard_alphatest_uBoard0;
-static GLuint _uniform_scene_standard_alphatest_uBoard1;
 static GLuint _uniform_scene_standard_alphatest_uCamera;
 static GLuint _uniform_scene_standard_alphatest_uPlane;
 static GLuint _uniform_scene_standard_alphatest_g_world_depth;
@@ -476,12 +475,6 @@ static void shader_scene_standard_alphatest_uTexGarbage(int i){
 static void shader_scene_standard_alphatest_uTexMain(int i){
    glUniform1i(_uniform_scene_standard_alphatest_uTexMain,i);
 }
-static void shader_scene_standard_alphatest_uBoard0(v3f v){
-   glUniform3fv(_uniform_scene_standard_alphatest_uBoard0,1,v);
-}
-static void shader_scene_standard_alphatest_uBoard1(v3f v){
-   glUniform3fv(_uniform_scene_standard_alphatest_uBoard1,1,v);
-}
 static void shader_scene_standard_alphatest_uCamera(v3f v){
    glUniform3fv(_uniform_scene_standard_alphatest_uCamera,1,v);
 }
@@ -501,8 +494,6 @@ static void shader_scene_standard_alphatest_link(void){
    _uniform_scene_standard_alphatest_uPvmPrev = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPvmPrev" );
    _uniform_scene_standard_alphatest_uTexGarbage = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexGarbage" );
    _uniform_scene_standard_alphatest_uTexMain = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexMain" );
-   _uniform_scene_standard_alphatest_uBoard0 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard0" );
-   _uniform_scene_standard_alphatest_uBoard1 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard1" );
    _uniform_scene_standard_alphatest_uCamera = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uCamera" );
    _uniform_scene_standard_alphatest_uPlane = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPlane" );
    _uniform_scene_standard_alphatest_g_world_depth = glGetUniformLocation( _shader_scene_standard_alphatest.id, "g_world_depth" );