X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_fxglow.h;h=c47d6ab71a205cb23457362449bc083e1a286f50;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=f5c14c3a8f90af7085bf9856216a180668e2d5bc;hpb=1a7f4a35e88698bdb45c90f646f1645589d5511c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_fxglow.h b/shaders/scene_fxglow.h index f5c14c3..c47d6ab 100644 --- a/shaders/scene_fxglow.h +++ b/shaders/scene_fxglow.h @@ -68,6 +68,11 @@ static struct vg_shader _shader_scene_fxglow = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 5 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -227,8 +232,9 @@ static struct vg_shader _shader_scene_fxglow = { " 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" @@ -433,8 +439,8 @@ static struct vg_shader _shader_scene_fxglow = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 5 0 \n" -"#line 1 2 \n" +"#line 6 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -453,7 +459,7 @@ static struct vg_shader _shader_scene_fxglow = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 6 0 \n" +"#line 7 0 \n" "\n" "void main(){\n" " oMotionVec = vec2(0.0);\n"