"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"
" 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"
" 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"
"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"
" 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"
" 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"
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;
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);
}
_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" );