X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Froute.h;h=0c03368217c837adf14642171e3c5a783beb5ec5;hb=0a40a20806ec52fc13817fd78a43793de5e32ffa;hp=b003858c513f284ee2ec4f9f1544319516045e79;hpb=403726131f9b460c3264e4f64c46f8aaa82978fe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/route.h b/shaders/route.h index b003858..0c03368 100644 --- a/shaders/route.h +++ b/shaders/route.h @@ -17,7 +17,7 @@ static struct vg_shader _shader_route = { "\n" "#line 2 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -26,6 +26,8 @@ static struct vg_shader _shader_route = { "\n" "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" "{\n" +" // This magically solves some artifacting errors!\n" +" //\n" " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" "\n" " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" @@ -67,6 +69,8 @@ static struct vg_shader _shader_route = { "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" "uniform vec4 uColour;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -151,6 +155,16 @@ static struct vg_shader _shader_route = { " 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" @@ -171,6 +185,13 @@ static struct vg_shader _shader_route = { " 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" @@ -180,9 +201,9 @@ static struct vg_shader _shader_route = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 13 0 \n" +"#line 15 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -200,7 +221,7 @@ static struct vg_shader _shader_route = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 0 \n" "\n" "void main()\n" "{\n" @@ -255,6 +276,8 @@ static GLuint _uniform_route_uTexGarbage; static GLuint _uniform_route_uTexGradients; static GLuint _uniform_route_uCamera; static GLuint _uniform_route_uColour; +static GLuint _uniform_route_uBoard0; +static GLuint _uniform_route_uBoard1; static GLuint _uniform_route_g_world_depth; static void shader_route_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m); @@ -277,6 +300,12 @@ static void shader_route_uCamera(v3f v){ static void shader_route_uColour(v4f v){ glUniform4fv(_uniform_route_uColour,1,v); } +static void shader_route_uBoard0(v3f v){ + glUniform3fv(_uniform_route_uBoard0,1,v); +} +static void shader_route_uBoard1(v3f v){ + glUniform3fv(_uniform_route_uBoard1,1,v); +} static void shader_route_g_world_depth(int i){ glUniform1i(_uniform_route_g_world_depth,i); } @@ -292,6 +321,8 @@ static void shader_route_link(void){ _uniform_route_uTexGradients = glGetUniformLocation( _shader_route.id, "uTexGradients" ); _uniform_route_uCamera = glGetUniformLocation( _shader_route.id, "uCamera" ); _uniform_route_uColour = glGetUniformLocation( _shader_route.id, "uColour" ); + _uniform_route_uBoard0 = glGetUniformLocation( _shader_route.id, "uBoard0" ); + _uniform_route_uBoard1 = glGetUniformLocation( _shader_route.id, "uBoard1" ); _uniform_route_g_world_depth = glGetUniformLocation( _shader_route.id, "g_world_depth" ); } #endif /* SHADER_route_H */