"\n"
"#line 2 0 \n"
"#line 1 2 \n"
-"const float k_motion_lerp_amount = 0.05;\n"
+"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
"\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"
"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"
" 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 17 0 \n"
+"#line 19 0 \n"
"#line 1 2 \n"
-"const float k_motion_lerp_amount = 0.05;\n"
+"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
"\n"
" 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"
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;
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);
}
_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" );