"uniform vec3 uCamera;\n"
"uniform vec3 uSandColour;\n"
"uniform vec2 uBlendOffset;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
"}\n"
"\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
" if( g_shadow_samples == 0 )\n"
" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" famt = max( player_shadow*0.6, famt );\n"
" return mix( vfrag, g_ambient_colour.rgb, famt );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 16 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 15 0 \n"
+"#line 17 0 \n"
"\n"
"void main()\n"
"{\n"
" // ------\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
+" // ws modulation\n"
+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+" \n"
+" // Creating normal patches\n"
+" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+" vec2 dir = normalize(qnorm.xz);\n"
+" vec2 uvdiffuse = aCo.xz * 0.02;\n"
+" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+" \n"
+" // Patch local noise\n"
+" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
" // Colour blending\n"
-" float amtgrass = step(aNorm.y,0.6);\n"
-" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0);\n"
-" vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset;\n"
+" float amtgrass = step(qnorm.y,0.6);\n"
+" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
+" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" vfrag = mix( vfrag, uSandColour, amtsand );\n"
+"\n"
+" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
" if( g_light_preview == 1 )\n"
" {\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"
-" vfrag = do_light_diffuse( vfrag, aNorm );\n"
-" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+" vfrag = do_light_diffuse( vfrag, qnorm );\n"
+" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
static GLuint _uniform_terrain_uCamera;
static GLuint _uniform_terrain_uSandColour;
static GLuint _uniform_terrain_uBlendOffset;
+static GLuint _uniform_terrain_uBoard0;
+static GLuint _uniform_terrain_uBoard1;
static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
static void shader_terrain_uBlendOffset(v2f v){
glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
}
+static void shader_terrain_uBoard0(v3f v){
+ glUniform3fv(_uniform_terrain_uBoard0,1,v);
+}
+static void shader_terrain_uBoard1(v3f v){
+ glUniform3fv(_uniform_terrain_uBoard1,1,v);
+}
static void shader_terrain_g_world_depth(int i){
glUniform1i(_uniform_terrain_g_world_depth,i);
}
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
_uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
_uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
+ _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" );
+ _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" );
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */