X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.h;h=a62842adb3fab234de5d81b4ddddfc1f4698ed51;hb=610907ae753bdda202236d52a6fcf77d14d63193;hp=0fe4e1787cfe6e27f2fa332ddadc32bb0a07c589;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.h b/shaders/scene_water.h index 0fe4e17..a62842a 100644 --- a/shaders/scene_water.h +++ b/shaders/scene_water.h @@ -106,6 +106,7 @@ static struct vg_shader _shader_scene_water = { "\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" @@ -202,7 +203,7 @@ static struct vg_shader _shader_scene_water = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -212,9 +213,8 @@ 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" @@ -287,13 +287,13 @@ static struct vg_shader _shader_scene_water = { "\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" @@ -303,20 +303,17 @@ static struct vg_shader _shader_scene_water = { "\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" @@ -464,7 +461,7 @@ 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( aCo )*(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"