X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=cb68f35a4cf7f2ebac919722825990b4d8a3eca4;hb=dbbdf411d1aaf70cb995c3371cfae37fd0b7dbcc;hp=5c06d73db33caf07636035c02042dd0a7a7388da;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 5c06d73..cb68f35 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -16,6 +16,8 @@ layout (std140) uniform ub_world_lighting vec4 g_sunset_ambient; vec4 g_sun_colour; vec4 g_sun_dir; + vec4 g_board_0; + vec4 g_board_1; float g_water_fog; float g_time; @@ -48,9 +50,8 @@ float world_depth_sample( vec3 pos ) 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; + return world_depth_sample( pos ) - ref_depth; } float shadow_sample( vec3 vdir ) @@ -118,7 +119,7 @@ vec3 scene_calculate_light( int light_index, light_delta = normalize( light_delta ); float quadratic = dist2*100.0; - float attenuation = 1.0f/( 1.0f + quadratic ); + float attenuation = 1.0/( 1.0 + quadratic ); attenuation *= max( dot( light_delta, normal ), 0.0 ); float falloff = max( 0.0, 1.0-(dist2*light_co.w) );