X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_vertex_blend.h;h=5a2afe2c20d4f5a922db721e30e62cca8a1c49c5;hb=b3ca3b7a45eec11c46eb19772e10021177665adb;hp=17c6f91694eae9f3be8cf5b06a7c268d6ba09a78;hpb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index 17c6f91..5a2afe2 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -65,8 +65,6 @@ static struct vg_shader _shader_scene_vertex_blend = { "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -95,6 +93,8 @@ static struct vg_shader _shader_scene_vertex_blend = { " 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" @@ -195,7 +195,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " 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" @@ -390,7 +390,8 @@ static struct vg_shader _shader_scene_vertex_blend = { "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" @@ -402,7 +403,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 8 0 \n" +"#line 6 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -422,7 +423,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 9 0 \n" +"#line 7 0 \n" "\n" "void main()\n" "{\n" @@ -469,8 +470,6 @@ static GLuint _uniform_scene_vertex_blend_uPvmPrev; static GLuint _uniform_scene_vertex_blend_uTexGarbage; static GLuint _uniform_scene_vertex_blend_uTexGradients; static GLuint _uniform_scene_vertex_blend_uCamera; -static GLuint _uniform_scene_vertex_blend_uBoard0; -static GLuint _uniform_scene_vertex_blend_uBoard1; static GLuint _uniform_scene_vertex_blend_g_world_depth; static GLuint _uniform_scene_vertex_blend_uLightsArray; static GLuint _uniform_scene_vertex_blend_uLightsIndex; @@ -492,12 +491,6 @@ static void shader_scene_vertex_blend_uTexGradients(int i){ static void shader_scene_vertex_blend_uCamera(v3f v){ glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v); } -static void shader_scene_vertex_blend_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_vertex_blend_uBoard0,1,v); -} -static void shader_scene_vertex_blend_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_vertex_blend_uBoard1,1,v); -} static void shader_scene_vertex_blend_g_world_depth(int i){ glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i); } @@ -512,8 +505,6 @@ static void shader_scene_vertex_blend_link(void){ _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" ); _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" ); _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" ); - _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" ); - _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" ); _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" ); _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" ); _uniform_scene_vertex_blend_uLightsIndex = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsIndex" );