X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_route.h;h=47f59c0c4a6f167a6e3b79d95ee5d18e51bacd10;hb=b3ca3b7a45eec11c46eb19772e10021177665adb;hp=3f41ecab6ebd8deb0b6805c4f07bcb65bc9115a6;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_route.h b/shaders/scene_route.h index 3f41eca..47f59c0 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -66,8 +66,6 @@ static struct vg_shader _shader_scene_route = { "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" "uniform vec4 uColour;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -96,6 +94,8 @@ static struct vg_shader _shader_scene_route = { " vec4 g_sunset_ambient;\n" " vec4 g_sun_colour;\n" " vec4 g_sun_dir;\n" +" vec4 g_board_0;\n" +" vec4 g_board_1;\n" "\n" " float g_water_fog;\n" " float g_time;\n" @@ -196,7 +196,7 @@ static struct vg_shader _shader_scene_route = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 42 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -206,9 +206,8 @@ static struct vg_shader _shader_scene_route = { "\n" "float world_water_depth( vec3 pos )\n" "{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" " float ref_depth = g_water_plane.y*g_water_plane.w;\n" -" return texture( g_world_depth, depth_coord ).g - ref_depth;\n" +" return world_depth_sample( pos ) - ref_depth;\n" "}\n" "\n" "float shadow_sample( vec3 vdir )\n" @@ -392,7 +391,8 @@ static struct vg_shader _shader_scene_route = { "float compute_board_shadow()\n" "{\n" " // player shadow\n" -" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n" +" g_board_1.xyz )-0.1 );\n" " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" " player_shadow *= player_shadow*player_shadow*player_shadow;\n" "\n" @@ -404,7 +404,7 @@ static struct vg_shader _shader_scene_route = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 9 0 \n" +"#line 7 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -424,7 +424,7 @@ static struct vg_shader _shader_scene_route = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" "\n" "float filtered_stripe( in float p, in float ddx, in float ddy )\n" "{\n" @@ -470,8 +470,7 @@ static struct vg_shader _shader_scene_route = { " }\n" "\n" " // Lighting\n" -" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -" oColour = vec4(vfrag, 1.0);\n" +" oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n" "}\n" ""}, }; @@ -483,8 +482,6 @@ static GLuint _uniform_scene_route_uTexGarbage; static GLuint _uniform_scene_route_uTexGradients; static GLuint _uniform_scene_route_uCamera; static GLuint _uniform_scene_route_uColour; -static GLuint _uniform_scene_route_uBoard0; -static GLuint _uniform_scene_route_uBoard1; static GLuint _uniform_scene_route_g_world_depth; static GLuint _uniform_scene_route_uLightsArray; static GLuint _uniform_scene_route_uLightsIndex; @@ -509,12 +506,6 @@ static void shader_scene_route_uCamera(v3f v){ static void shader_scene_route_uColour(v4f v){ glUniform4fv(_uniform_scene_route_uColour,1,v); } -static void shader_scene_route_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_route_uBoard0,1,v); -} -static void shader_scene_route_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_route_uBoard1,1,v); -} static void shader_scene_route_g_world_depth(int i){ glUniform1i(_uniform_scene_route_g_world_depth,i); } @@ -530,8 +521,6 @@ static void shader_scene_route_link(void){ _uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" ); _uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" ); _uniform_scene_route_uColour = glGetUniformLocation( _shader_scene_route.id, "uColour" ); - _uniform_scene_route_uBoard0 = glGetUniformLocation( _shader_scene_route.id, "uBoard0" ); - _uniform_scene_route_uBoard1 = glGetUniformLocation( _shader_scene_route.id, "uBoard1" ); _uniform_scene_route_g_world_depth = glGetUniformLocation( _shader_scene_route.id, "g_world_depth" ); _uniform_scene_route_uLightsArray = glGetUniformLocation( _shader_scene_route.id, "uLightsArray" ); _uniform_scene_route_uLightsIndex = glGetUniformLocation( _shader_scene_route.id, "uLightsIndex" );