X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_standard_alphatest.h;h=c512d36190bf952b2af5d49fcd0ed2412c578343;hb=ca35eceae3abfcfb9ba266d6ea8e664bc06b0a3e;hp=d2d6e084fd8d13eb8328f65af9869273b963dae7;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_standard_alphatest.h b/shaders/scene_standard_alphatest.h index d2d6e08..c512d36 100644 --- a/shaders/scene_standard_alphatest.h +++ b/shaders/scene_standard_alphatest.h @@ -64,8 +64,6 @@ static struct vg_shader _shader_scene_standard_alphatest = { .static_src = "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexMain;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" @@ -96,6 +94,8 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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_standard_alphatest = { " 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_standard_alphatest = { "\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_standard_alphatest = { "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_standard_alphatest = { " 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_standard_alphatest = { " 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" @@ -455,8 +455,6 @@ static GLuint _uniform_scene_standard_alphatest_uPv; static GLuint _uniform_scene_standard_alphatest_uPvmPrev; static GLuint _uniform_scene_standard_alphatest_uTexGarbage; static GLuint _uniform_scene_standard_alphatest_uTexMain; -static GLuint _uniform_scene_standard_alphatest_uBoard0; -static GLuint _uniform_scene_standard_alphatest_uBoard1; static GLuint _uniform_scene_standard_alphatest_uCamera; static GLuint _uniform_scene_standard_alphatest_uPlane; static GLuint _uniform_scene_standard_alphatest_g_world_depth; @@ -477,12 +475,6 @@ static void shader_scene_standard_alphatest_uTexGarbage(int i){ static void shader_scene_standard_alphatest_uTexMain(int i){ glUniform1i(_uniform_scene_standard_alphatest_uTexMain,i); } -static void shader_scene_standard_alphatest_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_standard_alphatest_uBoard0,1,v); -} -static void shader_scene_standard_alphatest_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_standard_alphatest_uBoard1,1,v); -} static void shader_scene_standard_alphatest_uCamera(v3f v){ glUniform3fv(_uniform_scene_standard_alphatest_uCamera,1,v); } @@ -502,8 +494,6 @@ static void shader_scene_standard_alphatest_link(void){ _uniform_scene_standard_alphatest_uPvmPrev = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPvmPrev" ); _uniform_scene_standard_alphatest_uTexGarbage = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexGarbage" ); _uniform_scene_standard_alphatest_uTexMain = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexMain" ); - _uniform_scene_standard_alphatest_uBoard0 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard0" ); - _uniform_scene_standard_alphatest_uBoard1 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard1" ); _uniform_scene_standard_alphatest_uCamera = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uCamera" ); _uniform_scene_standard_alphatest_uPlane = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPlane" ); _uniform_scene_standard_alphatest_g_world_depth = glGetUniformLocation( _shader_scene_standard_alphatest.id, "g_world_depth" );