X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.h;h=2af1bfe9d22eb4d2f0718fe070aba77b46880604;hb=53b534974303043efaf1d887711fcd349f6a2885;hp=7be4184a5bfce8d7d4d9db01ac9f25ecf667e6ca;hpb=f7c3600e850cc57df80d70c1862cf554c0cf4502;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index 7be4184..2af1bfe 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -84,6 +84,11 @@ static struct vg_shader _shader_model_character_view = { "in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" +"// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 11 0 \n" +"#line 1 2 \n" "layout (location = 0) out vec4 oColour;\n" "\n" "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n" @@ -236,8 +241,9 @@ static struct vg_shader _shader_model_character_view = { " g_sunset_phase );\n" "\n" " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" -" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n" -" * g_sun_colour.rgb * g_day_phase;\n" +" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n" +" dot(normal,g_sun_dir.xyz)*0.75+0.25\n" +" ) * g_sun_colour.rgb * g_day_phase;\n" "\n" " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" @@ -415,8 +421,8 @@ static struct vg_shader _shader_model_character_view = { " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"#line 11 0 \n" -"#line 1 2 \n" +"#line 12 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -435,8 +441,8 @@ static struct vg_shader _shader_model_character_view = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 12 0 \n" -"#line 1 3 \n" +"#line 13 0 \n" +"#line 1 4 \n" "uniform sampler2D uTexSceneDepth;\n" "uniform vec3 uInverseRatioDepth;\n" "uniform vec3 uInverseRatioMain;\n" @@ -466,11 +472,11 @@ static struct vg_shader _shader_model_character_view = { " }\n" "}\n" "\n" -"#line 13 0 \n" +"#line 14 0 \n" "\n" "vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n" "{\n" -" float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" "\n" " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" " g_sunset_phase );\n"