X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;fp=shaders%2Fcommon_world.glsl;h=baffd66001af0c7dbd5b680f5dc1408b022b3223;hb=0c10e79eabdb2cc0fe0b6b4116541d8eeeef1328;hp=da87204bbebe620f803961ae4755b45cf5d0870d;hpb=41f359a39cd35650bc6ed4dc01989c683409ca68;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index da87204..baffd66 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -74,7 +74,6 @@ vec3 do_light_shadowing_old( vec3 vfrag ) return mix( vfrag, g_ambient_colour.rgb, faccum ); } -// FIXME float sdLine( vec3 p, vec3 a, vec3 b ) { vec3 pa = p - a; @@ -106,11 +105,11 @@ vec3 do_light_shadowing( vec3 vfrag ) famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); // player shadow - float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 ); - float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 ); + float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 ); + float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 ); player_shadow *= player_shadow*player_shadow*player_shadow; - famt = max( player_shadow*0.6, famt ); + famt = max( player_shadow*0.8, famt ); return mix( vfrag, g_ambient_colour.rgb, famt ); }