X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;h=c84a5baaa62b0ac9f7b79501a3be8ca2aed3283a;hb=76315944e5a98838163e0aba8601ed3522f0724d;hp=602cda4d88053c4127c72b19910acff6cac1b9f4;hpb=bdd98e4458be4a143cd415e5077b373129b1b0d9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index 602cda4..c84a5ba 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -75,6 +75,11 @@ static struct vg_shader _shader_scene_override = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 12 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -234,8 +239,9 @@ static struct vg_shader _shader_scene_override = { " 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" @@ -440,8 +446,8 @@ static struct vg_shader _shader_scene_override = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 12 0 \n" -"#line 1 2 \n" +"#line 13 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -460,7 +466,7 @@ static struct vg_shader _shader_scene_override = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 13 0 \n" +"#line 14 0 \n" "\n" "vec2 smin( float a, float b, float k ){\n" " float h = max( k-abs(a-b), 0.0 )/k;\n" @@ -479,7 +485,11 @@ 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"