X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_vertex_blend.h;h=5a2afe2c20d4f5a922db721e30e62cca8a1c49c5;hb=b3ca3b7a45eec11c46eb19772e10021177665adb;hp=d3e418620dba81de9dcaeefce80705273a4d1685;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index d3e4186..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" @@ -95,9 +93,12 @@ 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" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -194,7 +195,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " 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" @@ -204,9 +205,8 @@ static struct vg_shader _shader_scene_vertex_blend = { "\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" @@ -279,13 +279,13 @@ static struct vg_shader _shader_scene_vertex_blend = { "\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" @@ -295,20 +295,17 @@ static struct vg_shader _shader_scene_vertex_blend = { "\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" @@ -393,7 +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" @@ -405,7 +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" @@ -425,7 +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" @@ -472,8 +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; @@ -495,12 +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); } @@ -515,8 +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" );