X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_route.h;h=3f41ecab6ebd8deb0b6805c4f07bcb65bc9115a6;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=bd67ea51e8f6a07f6479af7c94f8388931715a05;hpb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_route.h b/shaders/scene_route.h index bd67ea5..3f41eca 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -99,6 +99,7 @@ static struct vg_shader _shader_scene_route = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_route = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -280,13 +281,13 @@ static struct vg_shader _shader_scene_route = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +297,17 @@ static struct vg_shader _shader_scene_route = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" @@ -428,6 +426,13 @@ static struct vg_shader _shader_scene_route = { "\n" "#line 10 0 \n" "\n" +"float filtered_stripe( in float p, in float ddx, in float ddy )\n" +"{\n" +" float w = max(abs(ddx), abs(ddy)) + 0.02;\n" +" float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n" +" return 0.5 - i;\n" +"}\n" +"\n" "void main()\n" "{\n" " compute_motion_vectors();\n" @@ -452,9 +457,13 @@ static struct vg_shader _shader_scene_route = { " vfrag = pow(uColour.rgb,vec3(1.0/2.2));\n" " vfrag -= rgarbage.a*0.1;\n" "\n" -" if( wgarbage.g < 0.3 )\n" +" if( wgarbage.g < 0.1 )\n" " discard;\n" "\n" +" float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;\n" +" float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );\n" +" vfrag *= 0.9+stripe*uColour.a; \n" +"\n" " if( g_light_preview == 1 )\n" " {\n" " vfrag = vec3(0.5);\n"