Merge all features from glider feature branch
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
index 8a1ba5ed6beb339dbb0d33d42530d78afb59eaf0..ac987dd5204c6f15feb79c77bc4d6fff46469757 100644 (file)
@@ -75,6 +75,11 @@ static struct vg_shader _shader_scene_water_fast = {
 "\n"
 "#line       1        1 \n"
 "// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line     13        0 \n"
+"#line       1        2 \n"
+"// :D\n"
 "\n"
 "in vec2 aUv;\n"
 "in vec4 aNorm;\n"
@@ -234,8 +239,9 @@ static struct vg_shader _shader_scene_water_fast = {
 "                               g_sunset_phase );\n"
 "\n"
 "   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-"   vec3  light_sun      = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-"                           * g_sun_colour.rgb * g_day_phase;\n"
+"   vec3  light_sun      = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+"                               dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+"                           ) * g_sun_colour.rgb * g_day_phase;\n"
 "\n"
 "   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
 "   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
@@ -440,8 +446,8 @@ static struct vg_shader _shader_scene_water_fast = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
-"#line       1        2 \n"
+"#line     14        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -460,7 +466,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     15        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
 "{\n"
@@ -504,6 +510,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
 "   vsurface.a -= fdist;\n"
 "   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"   oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
 "}\n"
 ""},
 };