input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
index 6bfb88217c6a944a5d3a2d1bb91e33463aecfacb..5a2afe2c20d4f5a922db721e30e62cca8a1c49c5 100644 (file)
@@ -65,8 +65,6 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -95,6 +93,8 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   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"
@@ -195,7 +195,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   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"
@@ -205,9 +205,8 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "\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"
@@ -391,7 +390,8 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "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 +403,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line      8        0 \n"
+"#line      6        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -423,7 +423,7 @@ static struct vg_shader _shader_scene_vertex_blend = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line      9        0 \n"
+"#line      7        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -470,8 +470,6 @@ static GLuint _uniform_scene_vertex_blend_uPvmPrev;
 static GLuint _uniform_scene_vertex_blend_uTexGarbage;
 static GLuint _uniform_scene_vertex_blend_uTexGradients;
 static GLuint _uniform_scene_vertex_blend_uCamera;
-static GLuint _uniform_scene_vertex_blend_uBoard0;
-static GLuint _uniform_scene_vertex_blend_uBoard1;
 static GLuint _uniform_scene_vertex_blend_g_world_depth;
 static GLuint _uniform_scene_vertex_blend_uLightsArray;
 static GLuint _uniform_scene_vertex_blend_uLightsIndex;
@@ -493,12 +491,6 @@ static void shader_scene_vertex_blend_uTexGradients(int i){
 static void shader_scene_vertex_blend_uCamera(v3f v){
    glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v);
 }
-static void shader_scene_vertex_blend_uBoard0(v3f v){
-   glUniform3fv(_uniform_scene_vertex_blend_uBoard0,1,v);
-}
-static void shader_scene_vertex_blend_uBoard1(v3f v){
-   glUniform3fv(_uniform_scene_vertex_blend_uBoard1,1,v);
-}
 static void shader_scene_vertex_blend_g_world_depth(int i){
    glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i);
 }
@@ -513,8 +505,6 @@ static void shader_scene_vertex_blend_link(void){
    _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" );
    _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" );
    _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" );
-   _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" );
-   _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" );
    _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" );
    _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" );
    _uniform_scene_vertex_blend_uLightsIndex = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsIndex" );