X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;h=0abd65a1b12b5291217b3d5db3188ac4cc073e6d;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=01bc5c2fbce9d26ae0d5ae0a5dfd490c0f5fa106;hpb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index 01bc5c2..0abd65a 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -7,12 +7,14 @@ static struct vg_shader _shader_sky = { .link = shader_sky_link, .vs = { -.orig_file = "../shaders/standard.vs", +.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec4 a_colour;\n" -"layout (location=3) in vec2 a_uv;\n" +"layout (location=2) in vec2 a_uv;\n" +"layout (location=3) in vec4 a_colour;\n" +"layout (location=4) in vec4 a_weights;\n" +"layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" "\n" @@ -23,19 +25,22 @@ static struct vg_shader _shader_sky = { "out vec2 aUv;\n" "out vec3 aNorm;\n" "out vec3 aCo;\n" +"out vec3 aWorldCo;\n" "\n" "void main()\n" "{\n" -" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" +" gl_Position = uPv * vec4( world_pos, 1.0 );\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" " aCo = a_co;\n" +" aWorldCo = world_pos;\n" "}\n" ""}, .fs = { -.orig_file = "../shaders/sky.fs", +.orig_file = "../../shaders/sky.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -51,7 +56,7 @@ static struct vg_shader _shader_sky = { "void main()\n" "{\n" " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n" -" float fblend = pow(fintensity,8.0);\n" +" float fblend = pow(fintensity,4.0);\n" " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n" " vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n" " vec3 diffuse = mix( skycolour, horizon, fblend );\n" @@ -67,8 +72,8 @@ static struct vg_shader _shader_sky = { " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" "\n" -" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e*(1.0-fblend*3.0));\n" -" FragColor = vec4(skycomp,1.0);\n" +" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n" +" FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n" "}\n" ""}, };