X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_terrain.h;h=e37e6240d3652186f91896891be85a92268b6a07;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=99affba5216daf502c55a706d81007d4802908d4;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 99affba..e37e624 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" @@ -97,9 +95,12 @@ 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" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -196,7 +197,7 @@ static struct vg_shader _shader_scene_terrain = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -206,9 +207,8 @@ static struct vg_shader _shader_scene_terrain = { "\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" @@ -276,18 +276,18 @@ static struct vg_shader _shader_scene_terrain = { " 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" "\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" @@ -297,20 +297,17 @@ static struct vg_shader _shader_scene_terrain = { "\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" @@ -395,7 +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" @@ -407,7 +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" @@ -427,7 +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" @@ -480,8 +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; @@ -509,12 +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); } @@ -531,8 +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" );