X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=043cf26898971b270032a2b5ff5bd78c4bacd202;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=b5c79dfac683779b4ddfe6977f7c20c823b929f5;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index b5c79df..043cf26 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -13,8 +13,10 @@ layout (std140) uniform ub_world_lighting int g_light_preview; int g_shadow_samples; - vec4 g_point_light_positions[32]; - vec4 g_point_light_colours[32]; + // g_time ? + + //vec4 g_point_light_positions[32]; + //vec4 g_point_light_colours[32]; }; uniform sampler2D g_world_depth; @@ -25,6 +27,13 @@ float world_depth_sample( vec3 pos ) return texture( g_world_depth, depth_coord ).r; } +float world_water_depth( vec3 pos ) +{ + vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; + float ref_depth = g_water_plane.y*g_water_plane.w; + return texture( g_world_depth, depth_coord ).g - ref_depth; +} + float shadow_sample( vec3 vdir ) { vec3 sample_pos = aWorldCo + vdir; @@ -34,15 +43,6 @@ float shadow_sample( vec3 vdir ) return clamp( fdelta, 0.1, 0.2 )-0.1; } -float sdLine( vec3 p, vec3 a, vec3 b ) -{ - vec3 pa = p - a; - vec3 ba = b - a; - - float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); - return length( pa - ba*h ); -} - vec3 apply_fog( vec3 vfrag, float fdist ) { float dist = pow(fdist*0.0008,1.2); @@ -78,12 +78,7 @@ float newlight_compute_sun_shadow() famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); 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 )-0.1 ); - float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 ); - player_shadow *= player_shadow*player_shadow*player_shadow; - - return 1.0 - max( player_shadow*0.8, famt ); + return 1.0 - famt; } vec3 newlight_compute_world_diffuse( vec3 wnormal )