X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.h;h=588477e3d85a741273f18df6e6bc98ceb617f052;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=f36b34ef1246b4394f59aa0b4f3e5e0eb67d388b;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.h b/shaders/scene_water.h index f36b34e..588477e 100644 --- a/shaders/scene_water.h +++ b/shaders/scene_water.h @@ -103,6 +103,8 @@ static struct vg_shader _shader_scene_water = { " 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" @@ -203,7 +205,7 @@ static struct vg_shader _shader_scene_water = { " 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" @@ -213,9 +215,8 @@ static struct vg_shader _shader_scene_water = { "\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" @@ -283,7 +284,7 @@ static struct vg_shader _shader_scene_water = { " 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" @@ -399,7 +400,8 @@ static struct vg_shader _shader_scene_water = { "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" @@ -462,7 +464,7 @@ static struct vg_shader _shader_scene_water = { " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" " \n" " // Surface colour composite\n" -" float depthvalue = clamp( -world_water_depth(aWorldCo)*(1.0/25.0), 0.0,1.0 );\n" +" float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n" "\n" " vec2 world_coord = aCo.xz * 0.008;\n" " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"