X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;fp=shaders%2Fscene_override.h;h=3f59770ea3b1b9b5814bb7e21c3a494de27aa8d6;hb=bf9f3897d358cb6c417e28d659bb412344a52bc3;hp=d43accab85b3d91bcc90f6fad46bd0f26275daac;hpb=f2c3e6ffba0231be14961f0149106cecbade8124;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index d43acca..3f59770 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -67,8 +67,9 @@ static struct vg_shader _shader_scene_override = { "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" -"uniform vec4 uPlayerPos;\n" -"uniform vec4 uSpawnPos;\n" +"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n" +"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n" +"uniform bool uAlphatest;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -407,7 +408,7 @@ static struct vg_shader _shader_scene_override = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 10 0 \n" +"#line 11 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -427,10 +428,9 @@ static struct vg_shader _shader_scene_override = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 11 0 \n" +"#line 12 0 \n" "\n" -"vec2 smin( float a, float b, float k )\n" -"{\n" +"vec2 smin( float a, float b, float k ){\n" " float h = max( k-abs(a-b), 0.0 )/k;\n" " float m = h*h*0.5;\n" " float s = m*k*(1.0/2.0);\n" @@ -441,8 +441,7 @@ static struct vg_shader _shader_scene_override = { " return vec2(b-s,1.0-m);\n" "}\n" "\n" -"void main()\n" -"{\n" +"void main(){\n" " vec2 ssuv = gl_FragCoord.xy;\n" " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" @@ -455,33 +454,35 @@ static struct vg_shader _shader_scene_override = { " vec3 vfrag = vec3(0.5,0.5,0.5);\n" " vec3 qnorm = aNorm.xyz;\n" "\n" -" if( !gl_FrontFacing ){\n" -" qnorm *= -1.0;\n" +" if( uAlphatest ){\n" +" vec4 vSample = texture( uTexMain, aUv );\n" +" if( vSample.a < 0.5 )\n" +" discard;\n" +" }\n" +" else{\n" +" if( !gl_FrontFacing ){\n" +" qnorm *= -1.0;\n" +" }\n" " }\n" "\n" " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -"\n" +" \n" +" // dots\n" " float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n" " float d1 = distance( aWorldCo, uSpawnPos.xyz );\n" "\n" " vec2 dm = smin( d0, d1, 10.0 );\n" -" float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n" -"\n" +" float dd = fract(dm.x*0.2-g_realtime*0.5) * \n" +" max(0.0,1.0-dm.x*0.04) * \n" +" max(0.0,qnorm.y);\n" " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n" "\n" -"\n" -"\n" -"\n" -" vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n" -" float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n" -" distance(uSpawnPos.xyz,uPlayerPos.xyz));\n" -"\n" +" // line\n" +" vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n" +" float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n" " vec3 p0 = uPlayerPos.xyz + v0*t;\n" " float d3 = distance(p0,aWorldCo);\n" -"\n" -" float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n" -"\n" -" emit += vec3(lp);\n" +" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n" "\n" " oColour = vec4( vfrag+emit, 1.0 );\n" "}\n" @@ -497,6 +498,7 @@ static GLuint _uniform_scene_override_uCamera; static GLuint _uniform_scene_override_uPlane; static GLuint _uniform_scene_override_uPlayerPos; static GLuint _uniform_scene_override_uSpawnPos; +static GLuint _uniform_scene_override_uAlphatest; static GLuint _uniform_scene_override_g_world_depth; static GLuint _uniform_scene_override_uLightsArray; static GLuint _uniform_scene_override_uLightsIndex; @@ -527,6 +529,9 @@ static void shader_scene_override_uPlayerPos(v4f v){ static void shader_scene_override_uSpawnPos(v4f v){ glUniform4fv(_uniform_scene_override_uSpawnPos,1,v); } +static void shader_scene_override_uAlphatest(int b){ + glUniform1i(_uniform_scene_override_uAlphatest,b); +} static void shader_scene_override_g_world_depth(int i){ glUniform1i(_uniform_scene_override_g_world_depth,i); } @@ -544,6 +549,7 @@ static void shader_scene_override_link(void){ _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" ); _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" ); _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" ); + _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" ); _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" ); _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" ); _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );