grind sound
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index e334a5c74e38d635a6b519261f69369104a6cde7..6c76dfe26b11d5df1cc7708230d4caad78dbeb07 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_water = {
    .link = shader_water_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_water = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/water.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -74,6 +72,7 @@ static struct vg_shader _shader_water = {
 "   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"
@@ -138,6 +137,11 @@ static struct vg_shader _shader_water = {
 "\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"
@@ -234,40 +238,40 @@ static GLuint _uniform_water_uShoreColour;
 static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
 static void shader_water_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uTexMain(int i){
-   glUniform1i( _uniform_water_uTexMain, i );
+   glUniform1i(_uniform_water_uTexMain,i);
 }
 static void shader_water_uTexDudv(int i){
-   glUniform1i( _uniform_water_uTexDudv, i );
+   glUniform1i(_uniform_water_uTexDudv,i);
 }
 static void shader_water_uTexBack(int i){
-   glUniform1i( _uniform_water_uTexBack, i );
+   glUniform1i(_uniform_water_uTexBack,i);
 }
 static void shader_water_uInvRes(v2f v){
-   glUniform2fv( _uniform_water_uInvRes, 1, v );
+   glUniform2fv(_uniform_water_uInvRes,1,v);
 }
 static void shader_water_uTime(float f){
-   glUniform1f( _uniform_water_uTime, f );
+   glUniform1f(_uniform_water_uTime,f);
 }
 static void shader_water_uCamera(v3f v){
-   glUniform3fv( _uniform_water_uCamera, 1, v );
+   glUniform3fv(_uniform_water_uCamera,1,v);
 }
 static void shader_water_uSurfaceY(float f){
-   glUniform1f( _uniform_water_uSurfaceY, f );
+   glUniform1f(_uniform_water_uSurfaceY,f);
 }
 static void shader_water_uShoreColour(v3f v){
-   glUniform3fv( _uniform_water_uShoreColour, 1, v );
+   glUniform3fv(_uniform_water_uShoreColour,1,v);
 }
 static void shader_water_uOceanColour(v3f v){
-   glUniform3fv( _uniform_water_uOceanColour, 1, v );
+   glUniform3fv(_uniform_water_uOceanColour,1,v);
 }
 static void shader_water_g_world_depth(int i){
-   glUniform1i( _uniform_water_g_world_depth, i );
+   glUniform1i(_uniform_water_g_world_depth,i);
 }
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );