X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Falphatest.h;h=13d11ae4c47834fcedc2562d0ca8795eeece3770;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=9b161c1b86a28950c59c3fd1781977bf033cac06;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/alphatest.h b/shaders/alphatest.h index 9b161c1..13d11ae 100644 --- a/shaders/alphatest.h +++ b/shaders/alphatest.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_alphatest = { .link = shader_alphatest_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_alphatest = { ""}, .fs = { -.orig_file = "../../shaders/std_alphatest.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -67,6 +65,7 @@ static struct vg_shader _shader_alphatest = { " 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" @@ -131,6 +130,11 @@ static struct vg_shader _shader_alphatest = { "\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" @@ -194,25 +198,25 @@ static GLuint _uniform_alphatest_uCamera; static GLuint _uniform_alphatest_uPlane; static GLuint _uniform_alphatest_g_world_depth; static void shader_alphatest_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m); } static void shader_alphatest_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m); } static void shader_alphatest_uTexGarbage(int i){ - glUniform1i( _uniform_alphatest_uTexGarbage, i ); + glUniform1i(_uniform_alphatest_uTexGarbage,i); } static void shader_alphatest_uTexMain(int i){ - glUniform1i( _uniform_alphatest_uTexMain, i ); + glUniform1i(_uniform_alphatest_uTexMain,i); } static void shader_alphatest_uCamera(v3f v){ - glUniform3fv( _uniform_alphatest_uCamera, 1, v ); + glUniform3fv(_uniform_alphatest_uCamera,1,v); } static void shader_alphatest_uPlane(v4f v){ - glUniform4fv( _uniform_alphatest_uPlane, 1, v ); + glUniform4fv(_uniform_alphatest_uPlane,1,v); } static void shader_alphatest_g_world_depth(int i){ - glUniform1i( _uniform_alphatest_g_world_depth, i ); + glUniform1i(_uniform_alphatest_g_world_depth,i); } static void shader_alphatest_register(void){ vg_shader_register( &_shader_alphatest );