X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=6b4c3de695a00f9e25e29cd15b088108cb612a6e;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=5ebef38e970aa36c7488362763fa31013e4d30d5;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 5ebef38..6b4c3de 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_link, .vs = { -.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -40,13 +39,14 @@ static struct vg_shader _shader_terrain = { ""}, .fs = { -.orig_file = "../../shaders/terrain.fs", .static_src = "out vec4 FragColor;\n" "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" +"uniform vec3 uSandColour;\n" +"uniform vec2 uBlendOffset;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -66,6 +66,7 @@ static struct vg_shader _shader_terrain = { " float g_water_fog;\n" " int g_light_count;\n" " int g_light_preview;\n" +" int g_shadow_samples;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -130,6 +131,11 @@ static struct vg_shader _shader_terrain = { "\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\n" +" }\n" +"\n" " float fspread = g_light_colours[0].w;\n" " vec3 vdir = g_light_directions[0].xyz;\n" " float flength = g_light_directions[0].w;\n" @@ -152,7 +158,7 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 0 \n" "\n" "void main()\n" "{\n" @@ -174,9 +180,9 @@ static struct vg_shader _shader_terrain = { " // Colour blending\n" " float amtgrass = step(qnorm.y,0.6);\n" " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n" -" vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n" +" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n" +" vfrag = mix( vfrag, uSandColour, amtsand );\n" "\n" " qnorm = mix( qnorm, aNorm, amtsand );\n" " \n" @@ -205,24 +211,32 @@ static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; +static GLuint _uniform_terrain_uSandColour; +static GLuint _uniform_terrain_uBlendOffset; static GLuint _uniform_terrain_g_world_depth; static void shader_terrain_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m); } static void shader_terrain_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m); } static void shader_terrain_uTexGarbage(int i){ - glUniform1i( _uniform_terrain_uTexGarbage, i ); + glUniform1i(_uniform_terrain_uTexGarbage,i); } static void shader_terrain_uTexGradients(int i){ - glUniform1i( _uniform_terrain_uTexGradients, i ); + glUniform1i(_uniform_terrain_uTexGradients,i); } static void shader_terrain_uCamera(v3f v){ - glUniform3fv( _uniform_terrain_uCamera, 1, v ); + glUniform3fv(_uniform_terrain_uCamera,1,v); +} +static void shader_terrain_uSandColour(v3f v){ + glUniform3fv(_uniform_terrain_uSandColour,1,v); +} +static void shader_terrain_uBlendOffset(v2f v){ + glUniform2fv(_uniform_terrain_uBlendOffset,1,v); } static void shader_terrain_g_world_depth(int i){ - glUniform1i( _uniform_terrain_g_world_depth, i ); + glUniform1i(_uniform_terrain_g_world_depth,i); } static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain ); @@ -234,6 +248,8 @@ static void shader_terrain_link(void){ _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); + _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" ); + _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" ); _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" ); } #endif /* SHADER_terrain_H */