X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.h;h=bae097d5a097ba0826ebe46fb9728b6fb8587ac9;hb=e126d5b471eb17ec9e0f0391cc7488b45f213b0d;hp=d70953dd4696232f5a68f47dfe66298afc436784;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index d70953d..bae097d 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -65,7 +65,7 @@ static struct vg_shader _shader_model_character_view = { " aCo = a_co;\n" " aWorldCo = world_pos;\n" "\n" -" // TODO:\n" +" // TODO: motion vectors\n" " aMotionVec0 = vec3(1.0);\n" " aMotionVec1 = vec3(1.0);\n" "}\n" @@ -105,6 +105,7 @@ static struct vg_shader _shader_model_character_view = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -201,7 +202,7 @@ static struct vg_shader _shader_model_character_view = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -211,9 +212,8 @@ static struct vg_shader _shader_model_character_view = { "\n" "float world_water_depth( vec3 pos )\n" "{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" " float ref_depth = g_water_plane.y*g_water_plane.w;\n" -" return texture( g_world_depth, depth_coord ).g - ref_depth;\n" +" return world_depth_sample( pos ) - ref_depth;\n" "}\n" "\n" "float shadow_sample( vec3 vdir )\n" @@ -286,13 +286,13 @@ static struct vg_shader _shader_model_character_view = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -302,20 +302,17 @@ static struct vg_shader _shader_model_character_view = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n"