X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fviewchar.h;h=53f073a2c6a5fd53ee4b7113ce91279a90626017;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=e8d6fe741c482c6ffc553e64cd4439bfabaf0587;hpb=403726131f9b460c3264e4f64c46f8aaa82978fe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index e8d6fe7..53f073a 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -17,7 +17,7 @@ static struct vg_shader _shader_viewchar = { "\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" @@ -26,6 +26,8 @@ static struct vg_shader _shader_viewchar = { "\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" @@ -76,6 +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" @@ -160,6 +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" @@ -180,6 +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" @@ -189,9 +210,9 @@ 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 = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -209,7 +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" @@ -221,6 +242,7 @@ static struct vg_shader _shader_viewchar = { " vec3 halfview = uCamera - aWorldCo;\n" " float fdist = length( halfview );\n" " halfview /= fdist;\n" +" fdist -= 0.08;\n" "\n" " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" "\n" @@ -229,7 +251,7 @@ static struct vg_shader _shader_viewchar = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n" +" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n" " oColour = vec4(vfrag,opacity);\n" "}\n" ""}, @@ -239,6 +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); @@ -249,6 +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); } @@ -261,6 +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 */