X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_vertex_blend.h;h=7cc9102706ad5219e5dcf1ddfd378e8218d829cb;hb=53b534974303043efaf1d887711fcd349f6a2885;hp=c5206d125dc08e4667b78b26644aaeb4878a45a7;hpb=3557b0c25545139b4a5adf0ba44cdac63bf77302;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index c5206d1..7cc9102 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -68,6 +68,11 @@ static struct vg_shader _shader_scene_vertex_blend = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 6 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -227,8 +232,9 @@ static struct vg_shader _shader_scene_vertex_blend = { " g_sunset_phase );\n" "\n" " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" -" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n" -" * g_sun_colour.rgb * g_day_phase;\n" +" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n" +" dot(normal,g_sun_dir.xyz)*0.75+0.25\n" +" ) * g_sun_colour.rgb * g_day_phase;\n" "\n" " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" @@ -433,8 +439,8 @@ static struct vg_shader _shader_scene_vertex_blend = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 6 0 \n" -"#line 1 2 \n" +"#line 7 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -453,7 +459,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 7 0 \n" +"#line 8 0 \n" "\n" "void main()\n" "{\n" @@ -477,7 +483,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" "\n" " // Colour blending\n" -" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.380;\n" +" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n" " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n" "\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" @@ -489,7 +495,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " }\n" "\n" " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -" oColour = vec4(vec3(aNorm.w), 1.0);\n" +" oColour = vec4(vfrag, 1.0);\n" "}\n" ""}, };