X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.h;h=e2a8e017ef0b39e30139a101b3473084adfea484;hb=b3ca3b7a45eec11c46eb19772e10021177665adb;hp=8e836e40a6aa617da6ed143d14507a81e19ed4a9;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index 8e836e4..e2a8e01 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -95,6 +95,8 @@ static struct vg_shader _shader_scene_depth = { " vec4 g_sunset_ambient;\n" " vec4 g_sun_colour;\n" " vec4 g_sun_dir;\n" +" vec4 g_board_0;\n" +" vec4 g_board_1;\n" "\n" " float g_water_fog;\n" " float g_time;\n" @@ -195,7 +197,7 @@ static struct vg_shader _shader_scene_depth = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 42 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -205,9 +207,8 @@ static struct vg_shader _shader_scene_depth = { "\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" @@ -391,7 +392,8 @@ static struct vg_shader _shader_scene_depth = { "float compute_board_shadow()\n" "{\n" " // player shadow\n" -" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n" +" g_board_1.xyz )-0.1 );\n" " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" " player_shadow *= player_shadow*player_shadow*player_shadow;\n" "\n"