X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fstandard.h;h=b55a94abc2f8122c3fd5ec9b1288b835bf8317b6;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=319e6be91bf5a4f181d49ec9c1402a1beef5ad34;hpb=403726131f9b460c3264e4f64c46f8aaa82978fe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/standard.h b/shaders/standard.h index 319e6be..b55a94a 100644 --- a/shaders/standard.h +++ b/shaders/standard.h @@ -17,7 +17,7 @@ static struct vg_shader _shader_standard = { "\n" "#line 2 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -26,6 +26,8 @@ static struct vg_shader _shader_standard = { "\n" "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" "{\n" +" // This magically solves some artifacting errors!\n" +" //\n" " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" "\n" " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" @@ -67,6 +69,8 @@ static struct vg_shader _shader_standard = { "uniform sampler2D uTexMain;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -151,6 +155,16 @@ static struct vg_shader _shader_standard = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"// FIXME\n" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" " if( g_shadow_samples == 0 )\n" @@ -171,6 +185,13 @@ static struct vg_shader _shader_standard = { " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +"\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n" +" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.6, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -180,9 +201,9 @@ static struct vg_shader _shader_standard = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 13 0 \n" +"#line 15 0 \n" "#line 1 2 \n" -"const float k_motion_lerp_amount = 0.05;\n" +"const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" "\n" @@ -200,7 +221,7 @@ static struct vg_shader _shader_standard = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 0 \n" "\n" "void main()\n" "{\n" @@ -239,6 +260,8 @@ static GLuint _uniform_standard_uTexGarbage; static GLuint _uniform_standard_uTexMain; static GLuint _uniform_standard_uCamera; static GLuint _uniform_standard_uPlane; +static GLuint _uniform_standard_uBoard0; +static GLuint _uniform_standard_uBoard1; static GLuint _uniform_standard_g_world_depth; static void shader_standard_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m); @@ -261,6 +284,12 @@ static void shader_standard_uCamera(v3f v){ static void shader_standard_uPlane(v4f v){ glUniform4fv(_uniform_standard_uPlane,1,v); } +static void shader_standard_uBoard0(v3f v){ + glUniform3fv(_uniform_standard_uBoard0,1,v); +} +static void shader_standard_uBoard1(v3f v){ + glUniform3fv(_uniform_standard_uBoard1,1,v); +} static void shader_standard_g_world_depth(int i){ glUniform1i(_uniform_standard_g_world_depth,i); } @@ -276,6 +305,8 @@ static void shader_standard_link(void){ _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" ); _uniform_standard_uCamera = glGetUniformLocation( _shader_standard.id, "uCamera" ); _uniform_standard_uPlane = glGetUniformLocation( _shader_standard.id, "uPlane" ); + _uniform_standard_uBoard0 = glGetUniformLocation( _shader_standard.id, "uBoard0" ); + _uniform_standard_uBoard1 = glGetUniformLocation( _shader_standard.id, "uBoard1" ); _uniform_standard_g_world_depth = glGetUniformLocation( _shader_standard.id, "g_world_depth" ); } #endif /* SHADER_standard_H */