X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water_fast.h;h=7c5a079106558d9cf0849b517a08098bb36d0582;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=8a1ba5ed6beb339dbb0d33d42530d78afb59eaf0;hpb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water_fast.h b/shaders/scene_water_fast.h index 8a1ba5e..7c5a079 100644 --- a/shaders/scene_water_fast.h +++ b/shaders/scene_water_fast.h @@ -75,6 +75,11 @@ static struct vg_shader _shader_scene_water_fast = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 13 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -234,8 +239,9 @@ static struct vg_shader _shader_scene_water_fast = { " 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" @@ -440,8 +446,8 @@ static struct vg_shader _shader_scene_water_fast = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 13 0 \n" -"#line 1 2 \n" +"#line 14 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -460,7 +466,7 @@ static struct vg_shader _shader_scene_water_fast = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 14 0 \n" +"#line 15 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n" "{\n"