df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water_fast.h
index 196c71ee738a0adea3e3f5860dccde17da6fab71..90ea5c8023973d2559dca0cdcbe58a8f01cc1f32 100644 (file)
@@ -70,6 +70,8 @@ static struct vg_shader _shader_water_fast = {
 "uniform float uTime;\n"
 "uniform vec3 uCamera;\n"
 "uniform float uSurfaceY;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "uniform vec3 uShoreColour;\n"
 "uniform vec3 uOceanColour;\n"
@@ -157,6 +159,16 @@ static struct vg_shader _shader_water_fast = {
 "   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"
@@ -177,6 +189,13 @@ static struct vg_shader _shader_water_fast = {
 "   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"
@@ -186,7 +205,7 @@ static struct vg_shader _shader_water_fast = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     17        0 \n"
+"#line     19        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -206,7 +225,7 @@ static struct vg_shader _shader_water_fast = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     18        0 \n"
+"#line     20        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
 "{\n"
@@ -261,6 +280,8 @@ static GLuint _uniform_water_fast_uTexDudv;
 static GLuint _uniform_water_fast_uTime;
 static GLuint _uniform_water_fast_uCamera;
 static GLuint _uniform_water_fast_uSurfaceY;
+static GLuint _uniform_water_fast_uBoard0;
+static GLuint _uniform_water_fast_uBoard1;
 static GLuint _uniform_water_fast_uShoreColour;
 static GLuint _uniform_water_fast_uOceanColour;
 static GLuint _uniform_water_fast_g_world_depth;
@@ -285,6 +306,12 @@ static void shader_water_fast_uCamera(v3f v){
 static void shader_water_fast_uSurfaceY(float f){
    glUniform1f(_uniform_water_fast_uSurfaceY,f);
 }
+static void shader_water_fast_uBoard0(v3f v){
+   glUniform3fv(_uniform_water_fast_uBoard0,1,v);
+}
+static void shader_water_fast_uBoard1(v3f v){
+   glUniform3fv(_uniform_water_fast_uBoard1,1,v);
+}
 static void shader_water_fast_uShoreColour(v3f v){
    glUniform3fv(_uniform_water_fast_uShoreColour,1,v);
 }
@@ -306,6 +333,8 @@ static void shader_water_fast_link(void){
    _uniform_water_fast_uTime = glGetUniformLocation( _shader_water_fast.id, "uTime" );
    _uniform_water_fast_uCamera = glGetUniformLocation( _shader_water_fast.id, "uCamera" );
    _uniform_water_fast_uSurfaceY = glGetUniformLocation( _shader_water_fast.id, "uSurfaceY" );
+   _uniform_water_fast_uBoard0 = glGetUniformLocation( _shader_water_fast.id, "uBoard0" );
+   _uniform_water_fast_uBoard1 = glGetUniformLocation( _shader_water_fast.id, "uBoard1" );
    _uniform_water_fast_uShoreColour = glGetUniformLocation( _shader_water_fast.id, "uShoreColour" );
    _uniform_water_fast_uOceanColour = glGetUniformLocation( _shader_water_fast.id, "uOceanColour" );
    _uniform_water_fast_g_world_depth = glGetUniformLocation( _shader_water_fast.id, "g_world_depth" );