X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;h=b457233fd5cc433a512c9bab719516deefcecc1d;hb=70ff4a83e5a4b35436388d9bb999c939559ac23f;hp=d9f7be05e25325da8fce29c083345347946d87ee;hpb=330eda0436ed73d6c68214fef8922904abe19422;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index d9f7be0..b457233 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -71,6 +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" "\n" "#line 1 1 \n" "// :D\n" @@ -439,7 +440,7 @@ static struct vg_shader _shader_scene_override = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 11 0 \n" +"#line 12 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -459,7 +460,7 @@ static struct vg_shader _shader_scene_override = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 12 0 \n" +"#line 13 0 \n" "\n" "vec2 smin( float a, float b, float k ){\n" " float h = max( k-abs(a-b), 0.0 )/k;\n" @@ -515,6 +516,12 @@ static struct vg_shader _shader_scene_override = { " float d3 = distance(p0,aCo);\n" " emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n" "\n" +" if( uIsoAmt > 0.0 ){\n" +" float height = fract( aCo.y * 0.1 );\n" +" float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n" +" emit += vec3(lg*0.1*uIsoAmt);\n" +" }\n" +"\n" " oColour = vec4( vfrag+emit, 1.0 );\n" " //oColour = vec4( vfrag, 1.0 );\n" "}\n" @@ -532,6 +539,7 @@ 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_g_world_depth; static GLuint _uniform_scene_override_uLightsArray; static GLuint _uniform_scene_override_uLightsIndex; @@ -568,6 +576,9 @@ 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_g_world_depth(int i){ glUniform1i(_uniform_scene_override_g_world_depth,i); } @@ -587,6 +598,7 @@ 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_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" );