df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.h
index f65b5eaa3eb27c02dc54c72855b65cf1978c3a28..53f073a2c6a5fd53ee4b7113ce91279a90626017 100644 (file)
@@ -78,6 +78,8 @@ static struct vg_shader _shader_viewchar = {
 .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"
@@ -162,6 +164,16 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -182,6 +194,13 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -191,7 +210,7 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -211,7 +230,7 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -242,6 +261,8 @@ static GLuint _uniform_viewchar_uPv;
 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);
@@ -252,6 +273,12 @@ static void shader_viewchar_uTexMain(int i){
 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);
 }
@@ -264,6 +291,8 @@ static void shader_viewchar_link(void){
    _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 */