"\n"
"#line 2 0 \n"
"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
"out vec3 aMotionVec0;\n"
"out vec3 aMotionVec1;\n"
"\n"
"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
.static_src =
"uniform sampler2D uTexMain;\n"
"uniform vec3 uCamera;\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 11 0 \n"
+"#line 13 0 \n"
"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
"layout (location = 1) out vec2 oMotionVec;\n"
"\n"
"in vec3 aMotionVec0;\n"
" // Write motion vectors\n"
" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-" oMotionVec = vmotion1-vmotion0;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 14 0 \n"
"\n"
"void main()\n"
"{\n"
" vec3 halfview = uCamera - aWorldCo;\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
+" fdist -= 0.08;\n"
"\n"
" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
"\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
-" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n"
+" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n"
" oColour = vec4(vfrag,opacity);\n"
"}\n"
""},
static GLuint _uniform_viewchar_uTransforms;
static GLuint _uniform_viewchar_uTexMain;
static GLuint _uniform_viewchar_uCamera;
+static GLuint _uniform_viewchar_uBoard0;
+static GLuint _uniform_viewchar_uBoard1;
static GLuint _uniform_viewchar_g_world_depth;
static void shader_viewchar_uPv(m4x4f m){
glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
static void shader_viewchar_uCamera(v3f v){
glUniform3fv(_uniform_viewchar_uCamera,1,v);
}
+static void shader_viewchar_uBoard0(v3f v){
+ glUniform3fv(_uniform_viewchar_uBoard0,1,v);
+}
+static void shader_viewchar_uBoard1(v3f v){
+ glUniform3fv(_uniform_viewchar_uBoard1,1,v);
+}
static void shader_viewchar_g_world_depth(int i){
glUniform1i(_uniform_viewchar_g_world_depth,i);
}
_uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" );
_uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" );
_uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" );
+ _uniform_viewchar_uBoard0 = glGetUniformLocation( _shader_viewchar.id, "uBoard0" );
+ _uniform_viewchar_uBoard1 = glGetUniformLocation( _shader_viewchar.id, "uBoard1" );
_uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" );
}
#endif /* SHADER_viewchar_H */