dusting
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.h
index 00e9399683f21884280e053f30e80cd6f3426603..9886809ac7a509afeb3279bb01392b84beff1b05 100644 (file)
@@ -67,8 +67,6 @@ static struct vg_shader _shader_scene_terrain = {
 "uniform vec3 uCamera;\n"
 "uniform vec3 uSandColour;\n"
 "uniform vec2 uBlendOffset;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -97,6 +95,8 @@ static struct vg_shader _shader_scene_terrain = {
 "   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"
@@ -197,7 +197,7 @@ static struct vg_shader _shader_scene_terrain = {
 "   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"
@@ -392,7 +392,8 @@ static struct vg_shader _shader_scene_terrain = {
 "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"
@@ -404,7 +405,7 @@ static struct vg_shader _shader_scene_terrain = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     10        0 \n"
+"#line      8        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -424,7 +425,7 @@ static struct vg_shader _shader_scene_terrain = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
+"#line      9        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -477,8 +478,6 @@ static GLuint _uniform_scene_terrain_uTexGradients;
 static GLuint _uniform_scene_terrain_uCamera;
 static GLuint _uniform_scene_terrain_uSandColour;
 static GLuint _uniform_scene_terrain_uBlendOffset;
-static GLuint _uniform_scene_terrain_uBoard0;
-static GLuint _uniform_scene_terrain_uBoard1;
 static GLuint _uniform_scene_terrain_g_world_depth;
 static GLuint _uniform_scene_terrain_uLightsArray;
 static GLuint _uniform_scene_terrain_uLightsIndex;
@@ -506,12 +505,6 @@ static void shader_scene_terrain_uSandColour(v3f v){
 static void shader_scene_terrain_uBlendOffset(v2f v){
    glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
 }
-static void shader_scene_terrain_uBoard0(v3f v){
-   glUniform3fv(_uniform_scene_terrain_uBoard0,1,v);
-}
-static void shader_scene_terrain_uBoard1(v3f v){
-   glUniform3fv(_uniform_scene_terrain_uBoard1,1,v);
-}
 static void shader_scene_terrain_g_world_depth(int i){
    glUniform1i(_uniform_scene_terrain_g_world_depth,i);
 }
@@ -528,8 +521,6 @@ static void shader_scene_terrain_link(void){
    _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" );
    _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" );
    _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
-   _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" );
-   _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" );
    _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
    _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
    _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );