even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.h
index 00dc353ae372541bc8a63cbcf5629acc6e060258..21d98c06bf06cc93843795bfa9c418691e6d2a4a 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = {
    .link = shader_viewchar_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard_skinned.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -50,7 +49,6 @@ static struct vg_shader _shader_viewchar = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/viewchar.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -75,6 +73,7 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -139,6 +138,11 @@ static struct vg_shader _shader_viewchar = {
 "\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"
@@ -174,13 +178,12 @@ static struct vg_shader _shader_viewchar = {
 "\n"
 "   vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
 "\n"
-"   vfrag = do_light_diffuse( vfrag, qnorm );\n"
-"   vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
+"   vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n"
+"   //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   float opacity = clamp( fdist, 0.1, 1.0 );\n"
-"\n"
+"   float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n"
 "   FragColor = vec4(vfrag,opacity);\n"
 "}\n"
 ""},
@@ -192,16 +195,16 @@ static GLuint _uniform_viewchar_uTexMain;
 static GLuint _uniform_viewchar_uCamera;
 static GLuint _uniform_viewchar_g_world_depth;
 static void shader_viewchar_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_viewchar_uTexMain(int i){
-   glUniform1i( _uniform_viewchar_uTexMain, i );
+   glUniform1i(_uniform_viewchar_uTexMain,i);
 }
 static void shader_viewchar_uCamera(v3f v){
-   glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+   glUniform3fv(_uniform_viewchar_uCamera,1,v);
 }
 static void shader_viewchar_g_world_depth(int i){
-   glUniform1i( _uniform_viewchar_g_world_depth, i );
+   glUniform1i(_uniform_viewchar_g_world_depth,i);
 }
 static void shader_viewchar_register(void){
    vg_shader_register( &_shader_viewchar );