X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=5738ef11c135e48f4cb385dedc450e18690d36bf;hb=1c97cb161f885ad24d3356d92c8f4fd0e252bc61;hp=45782ad90fe506b6bedf2eff6c406cd0566974d8;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index 45782ad..5738ef1 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -23,14 +23,17 @@ static struct vg_shader _shader_vblend = { "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 = @@ -48,6 +51,7 @@ static struct vg_shader _shader_vblend = { "in vec2 aUv;\n" "in vec3 aNorm;\n" "in vec3 aCo;\n" +"in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" "layout (std140) uniform ub_world_lighting\n" @@ -102,7 +106,7 @@ static struct vg_shader _shader_vblend = { "\n" "float shadow_sample( vec3 vdir )\n" "{\n" -" vec3 sample_pos = aCo + vdir;\n" +" vec3 sample_pos = aWorldCo + vdir;\n" " float height_sample = world_depth_sample( sample_pos );\n" "\n" " float fdelta = height_sample - sample_pos.y;\n" @@ -147,14 +151,14 @@ static struct vg_shader _shader_vblend = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 15 0 \n" "\n" "void main()\n" "{\n" " vec3 vfrag = vec3(0.5,0.5,0.5);\n" "\n" " // ws modulation\n" -" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n" +" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n" " \n" " // Creating normal patches\n" " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n" @@ -180,7 +184,7 @@ static struct vg_shader _shader_vblend = { " }\n" "\n" " // Lighting\n" -" vec3 halfview = uCamera - aCo;\n" +" vec3 halfview = uCamera - aWorldCo;\n" " float fdist = length( halfview );\n" " halfview /= fdist;\n" "\n"