X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_terrain.h;fp=shaders%2Fscene_terrain.h;h=9886809ac7a509afeb3279bb01392b84beff1b05;hb=f99902f513b0ad606437bf32de47405dd4ea5f98;hp=00e9399683f21884280e053f30e80cd6f3426603;hpb=01e2535f8daaab0e3d46dcc61a08a9268babd47c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 00e9399..9886809 100644 --- a/shaders/scene_terrain.h +++ b/shaders/scene_terrain.h @@ -67,8 +67,6 @@ static struct vg_shader _shader_scene_terrain = { "uniform vec3 uCamera;\n" "uniform vec3 uSandColour;\n" "uniform vec2 uBlendOffset;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -97,6 +95,8 @@ static struct vg_shader _shader_scene_terrain = { " 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" @@ -197,7 +197,7 @@ static struct vg_shader _shader_scene_terrain = { " 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" @@ -392,7 +392,8 @@ static struct vg_shader _shader_scene_terrain = { "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 +405,7 @@ static struct vg_shader _shader_scene_terrain = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -424,7 +425,7 @@ static struct vg_shader _shader_scene_terrain = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 11 0 \n" +"#line 9 0 \n" "\n" "void main()\n" "{\n" @@ -477,8 +478,6 @@ static GLuint _uniform_scene_terrain_uTexGradients; static GLuint _uniform_scene_terrain_uCamera; static GLuint _uniform_scene_terrain_uSandColour; static GLuint _uniform_scene_terrain_uBlendOffset; -static GLuint _uniform_scene_terrain_uBoard0; -static GLuint _uniform_scene_terrain_uBoard1; static GLuint _uniform_scene_terrain_g_world_depth; static GLuint _uniform_scene_terrain_uLightsArray; static GLuint _uniform_scene_terrain_uLightsIndex; @@ -506,12 +505,6 @@ static void shader_scene_terrain_uSandColour(v3f v){ static void shader_scene_terrain_uBlendOffset(v2f v){ glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v); } -static void shader_scene_terrain_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard0,1,v); -} -static void shader_scene_terrain_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard1,1,v); -} static void shader_scene_terrain_g_world_depth(int i){ glUniform1i(_uniform_scene_terrain_g_world_depth,i); } @@ -528,8 +521,6 @@ static void shader_scene_terrain_link(void){ _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" ); _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" ); _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" ); - _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" ); - _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" ); _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" ); _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" ); _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );