X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;h=0d7515b8c7616b864160cdbdb3bde784925962e5;hb=c0e4a67ba2f001179df6e2cde97370a946669c22;hp=6ef67c9f589686f2e0c878ab987ac4ef9d5aebfe;hpb=abc4dcca885e5a0bc45322c60b040841f69bbc58;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index 6ef67c9..0d7515b 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -71,7 +71,7 @@ static struct vg_shader _shader_scene_override = { "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n" "uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n" "uniform bool uAlphatest;\n" -"uniform float uIsoAmt;\n" +"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n" "\n" "#line 1 1 \n" "// :D\n" @@ -479,7 +479,11 @@ static struct vg_shader _shader_scene_override = { " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" "\n" " float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n" -" if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n" +" float dy0 = aCo.y - uMapInfo.x;\n" +" float dy1 = uMapInfo.y - aCo.y;\n" +"\n" +" if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n" +" discard;\n" "\n" " compute_motion_vectors();\n" "\n" @@ -518,10 +522,10 @@ static struct vg_shader _shader_scene_override = { "\n" " vfrag += emit;\n" "\n" -" if( uIsoAmt > 0.0 ){\n" +" if( uMapInfo.z > 0.0 ){\n" " float height = fract( aCo.y * 0.1 );\n" " float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n" -" vfrag *= 1.0f+(lg*0.2*uIsoAmt);\n" +" vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n" " }\n" "\n" " oColour = vec4( vfrag, 1.0 );\n" @@ -541,7 +545,7 @@ 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_uIsoAmt; +static GLuint _uniform_scene_override_uMapInfo; static GLuint _uniform_scene_override_g_world_depth; static GLuint _uniform_scene_override_uLightsArray; static GLuint _uniform_scene_override_uLightsIndex; @@ -578,8 +582,8 @@ static void shader_scene_override_uSpawnPos(v4f v){ static void shader_scene_override_uAlphatest(int b){ glUniform1i(_uniform_scene_override_uAlphatest,b); } -static void shader_scene_override_uIsoAmt(float f){ - glUniform1f(_uniform_scene_override_uIsoAmt,f); +static void shader_scene_override_uMapInfo(v4f v){ + glUniform4fv(_uniform_scene_override_uMapInfo,1,v); } static void shader_scene_override_g_world_depth(int i){ glUniform1i(_uniform_scene_override_g_world_depth,i); @@ -600,7 +604,7 @@ static void shader_scene_override_link(void){ _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_uIsoAmt = glGetUniformLocation( _shader_scene_override.id, "uIsoAmt" ); + _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" ); _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" );