X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=e30d276cb199377ea611327191621d33a88a7b75;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=2f4440db78c899b68542ce010f21595c7c5394fc;hpb=1142fd5c27cf6d5bef073969b55e20b160646164;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 2f4440d..e30d276 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -68,6 +68,8 @@ static struct vg_shader _shader_gpos = { "out vec4 FragColor;\n" "\n" "uniform vec3 uCamera;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -152,6 +154,16 @@ static struct vg_shader _shader_gpos = { " 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" @@ -172,6 +184,13 @@ static struct vg_shader _shader_gpos = { " 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" @@ -181,7 +200,7 @@ static struct vg_shader _shader_gpos = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 12 0 \n" +"#line 14 0 \n" "\n" "// Water blending\n" "// ==============\n" @@ -209,6 +228,8 @@ static GLuint _uniform_gpos_uMdl; static GLuint _uniform_gpos_uPv; static GLuint _uniform_gpos_uPvmPrev; static GLuint _uniform_gpos_uCamera; +static GLuint _uniform_gpos_uBoard0; +static GLuint _uniform_gpos_uBoard1; static GLuint _uniform_gpos_g_world_depth; static void shader_gpos_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m); @@ -222,6 +243,12 @@ static void shader_gpos_uPvmPrev(m4x4f m){ static void shader_gpos_uCamera(v3f v){ glUniform3fv(_uniform_gpos_uCamera,1,v); } +static void shader_gpos_uBoard0(v3f v){ + glUniform3fv(_uniform_gpos_uBoard0,1,v); +} +static void shader_gpos_uBoard1(v3f v){ + glUniform3fv(_uniform_gpos_uBoard1,1,v); +} static void shader_gpos_g_world_depth(int i){ glUniform1i(_uniform_gpos_g_world_depth,i); } @@ -234,6 +261,8 @@ static void shader_gpos_link(void){ _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" ); _uniform_gpos_uPvmPrev = glGetUniformLocation( _shader_gpos.id, "uPvmPrev" ); _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" ); + _uniform_gpos_uBoard0 = glGetUniformLocation( _shader_gpos.id, "uBoard0" ); + _uniform_gpos_uBoard1 = glGetUniformLocation( _shader_gpos.id, "uBoard1" ); _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" ); } #endif /* SHADER_gpos_H */