X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.h;h=3ac3b9d89eadee1326335ec34852edfb8eabff62;hb=38514b4ba03412ad51df02dc2ba345e1be41005d;hp=3a733b33780f452d82f944c882716451122afc1c;hpb=1a7f4a35e88698bdb45c90f646f1645589d5511c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.h b/shaders/scene_water.h index 3a733b3..3ac3b9d 100644 --- a/shaders/scene_water.h +++ b/shaders/scene_water.h @@ -78,6 +78,11 @@ static struct vg_shader _shader_scene_water = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 16 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -237,8 +242,9 @@ static struct vg_shader _shader_scene_water = { " 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" @@ -443,8 +449,8 @@ static struct vg_shader _shader_scene_water = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 16 0 \n" -"#line 1 2 \n" +"#line 17 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -463,7 +469,7 @@ static struct vg_shader _shader_scene_water = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 17 0 \n" +"#line 18 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n"