X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;h=602cda4d88053c4127c72b19910acff6cac1b9f4;hb=bdd98e4458be4a143cd415e5077b373129b1b0d9;hp=74caeffcdfa1430a73d30f7de8703839d6ad6456;hpb=6e96ba64e805ea8a39ca46171e28426c6bc86ab6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index 74caeff..602cda4 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" @@ -518,13 +518,12 @@ 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*0.4*uIsoAmt);\n" +" vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n" " }\n" "\n" -"\n" " oColour = vec4( vfrag, 1.0 );\n" " //oColour = vec4( vfrag, 1.0 );\n" "}\n" @@ -542,7 +541,7 @@ 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; @@ -579,8 +578,8 @@ 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); @@ -601,7 +600,7 @@ 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" );