.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"
""},
.fs =
{
-.orig_file = "../../shaders/viewchar.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
" 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"
"\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"
"\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"
""},
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 );