X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_scoretext.h;h=1d82be37968326bc9d4cc47a17f2c6c399d76808;hb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;hp=dcefedbd46e540e0494f48c71c6b01936258e78e;hpb=dd5c7c307f156768189af84603ec6f1f3b887bb4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_scoretext.h b/shaders/scene_scoretext.h index dcefedb..1d82be3 100644 --- a/shaders/scene_scoretext.h +++ b/shaders/scene_scoretext.h @@ -46,8 +46,8 @@ static struct vg_shader _shader_scene_scoretext = { "void main()\n" "{\n" " float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n" -" float c = -cos(w*0.2);\n" -" float s = -sin(w*0.2);\n" +" float c = -cos(w*0.6);\n" +" float s = -sin(w*0.6);\n" " float r = 0.2;\n" "\n" " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n" @@ -72,7 +72,7 @@ static struct vg_shader _shader_scene_scoretext = { "\n" " gl_Position = vproj0;\n" "\n" -" aUv = a_uv;\n" +" aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n" " aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" @@ -86,8 +86,6 @@ static struct vg_shader _shader_scene_scoretext = { "uniform sampler2D uTexMain;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -116,6 +114,8 @@ static struct vg_shader _shader_scene_scoretext = { " 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" @@ -216,7 +216,7 @@ static struct vg_shader _shader_scene_scoretext = { " 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" @@ -226,24 +226,19 @@ static struct vg_shader _shader_scene_scoretext = { "\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" -"{\n" -" vec3 sample_pos = aWorldCo + vdir;\n" -" float height_sample = world_depth_sample( sample_pos );\n" +"float shadow_sample( vec3 co ){\n" +" float height_sample = world_depth_sample( co );\n" "\n" -" float fdelta = height_sample - sample_pos.y;\n" +" float fdelta = height_sample - co.y;\n" " return clamp( fdelta, 0.2, 0.4 )-0.2;\n" "}\n" "\n" -"float newlight_compute_sun_shadow( vec3 dir )\n" -"{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" +"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n" +" if( g_shadow_samples == 0 ){\n" " return 1.0;\n" " }\n" "\n" @@ -251,15 +246,15 @@ static struct vg_shader _shader_scene_scoretext = { " float flength = g_shadow_length;\n" "\n" " float famt = 0.0;\n" -" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" -" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" -" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" -" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" +" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" +" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" +" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" +" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" "\n" -" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" -" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" -" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" -" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" "\n" " return 1.0 - famt;\n" "}\n" @@ -296,7 +291,7 @@ static struct vg_shader _shader_scene_scoretext = { " light_delta = normalize( light_delta );\n" "\n" " float quadratic = dist2*100.0;\n" -" float attenuation = 1.0f/( 1.0f + quadratic );\n" +" float attenuation = 1.0/( 1.0 + quadratic );\n" " attenuation *= max( dot( light_delta, normal ), 0.0 );\n" "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" @@ -347,8 +342,8 @@ static struct vg_shader _shader_scene_scoretext = { " float fdist = length(halfview);\n" " halfview /= fdist;\n" "\n" -" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n" -" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" +" float world_shadow = newlight_compute_sun_shadow( \n" +" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" "\n" " vec3 total_light = clearskies_lighting( \n" " normal, min( light_mask, world_shadow ), halfview );\n" @@ -412,7 +407,8 @@ static struct vg_shader _shader_scene_scoretext = { "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" @@ -424,7 +420,7 @@ static struct vg_shader _shader_scene_scoretext = { " 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" @@ -444,7 +440,7 @@ static struct vg_shader _shader_scene_scoretext = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" "\n" "void main()\n" "{\n" @@ -475,8 +471,6 @@ static GLuint _uniform_scene_scoretext_uTexGarbage; static GLuint _uniform_scene_scoretext_uTexMain; static GLuint _uniform_scene_scoretext_uCamera; static GLuint _uniform_scene_scoretext_uPlane; -static GLuint _uniform_scene_scoretext_uBoard0; -static GLuint _uniform_scene_scoretext_uBoard1; static GLuint _uniform_scene_scoretext_g_world_depth; static GLuint _uniform_scene_scoretext_uLightsArray; static GLuint _uniform_scene_scoretext_uLightsIndex; @@ -504,12 +498,6 @@ static void shader_scene_scoretext_uCamera(v3f v){ static void shader_scene_scoretext_uPlane(v4f v){ glUniform4fv(_uniform_scene_scoretext_uPlane,1,v); } -static void shader_scene_scoretext_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_scoretext_uBoard0,1,v); -} -static void shader_scene_scoretext_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_scoretext_uBoard1,1,v); -} static void shader_scene_scoretext_g_world_depth(int i){ glUniform1i(_uniform_scene_scoretext_g_world_depth,i); } @@ -526,8 +514,6 @@ static void shader_scene_scoretext_link(void){ _uniform_scene_scoretext_uTexMain = glGetUniformLocation( _shader_scene_scoretext.id, "uTexMain" ); _uniform_scene_scoretext_uCamera = glGetUniformLocation( _shader_scene_scoretext.id, "uCamera" ); _uniform_scene_scoretext_uPlane = glGetUniformLocation( _shader_scene_scoretext.id, "uPlane" ); - _uniform_scene_scoretext_uBoard0 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard0" ); - _uniform_scene_scoretext_uBoard1 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard1" ); _uniform_scene_scoretext_g_world_depth = glGetUniformLocation( _shader_scene_scoretext.id, "g_world_depth" ); _uniform_scene_scoretext_uLightsArray = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsArray" ); _uniform_scene_scoretext_uLightsIndex = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsIndex" );