even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.h
index ac052b0d935f5e4042e1dff2b5be57a8162e7c71..4d52aa81fad8601b97d1788a133e8ea22770b1c7 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_standard = {
    .link = shader_standard_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_standard = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/standard.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -67,6 +65,7 @@ static struct vg_shader _shader_standard = {
 "   float g_water_fog;\n"
 "   int g_light_count;\n"
 "   int g_light_preview;\n"
+"   int g_shadow_samples;\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -131,6 +130,11 @@ static struct vg_shader _shader_standard = {
 "\n"
 "vec3 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
+"   if( g_shadow_samples == 0 )\n"
+"   {\n"
+"      return vfrag;\n"
+"   }\n"
+"\n"
 "   float fspread = g_light_colours[0].w;\n"
 "   vec3  vdir = g_light_directions[0].xyz;\n"
 "   float flength = g_light_directions[0].w;\n"
@@ -191,25 +195,25 @@ static GLuint _uniform_standard_uCamera;
 static GLuint _uniform_standard_uPlane;
 static GLuint _uniform_standard_g_world_depth;
 static void shader_standard_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_standard_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_standard_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_standard_uTexGarbage(int i){
-   glUniform1i( _uniform_standard_uTexGarbage, i );
+   glUniform1i(_uniform_standard_uTexGarbage,i);
 }
 static void shader_standard_uTexMain(int i){
-   glUniform1i( _uniform_standard_uTexMain, i );
+   glUniform1i(_uniform_standard_uTexMain,i);
 }
 static void shader_standard_uCamera(v3f v){
-   glUniform3fv( _uniform_standard_uCamera, 1, v );
+   glUniform3fv(_uniform_standard_uCamera,1,v);
 }
 static void shader_standard_uPlane(v4f v){
-   glUniform4fv( _uniform_standard_uPlane, 1, v );
+   glUniform4fv(_uniform_standard_uPlane,1,v);
 }
 static void shader_standard_g_world_depth(int i){
-   glUniform1i( _uniform_standard_g_world_depth, i );
+   glUniform1i(_uniform_standard_g_world_depth,i);
 }
 static void shader_standard_register(void){
    vg_shader_register( &_shader_standard );