X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.h;h=0cd026d9481827fa6f52584323a2994bbd975781;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=00dc353ae372541bc8a63cbcf5629acc6e060258;hpb=4a883ac1b2506032f9dddab342712de46f2ca734;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 00dc353..0cd026d 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -75,6 +75,7 @@ static struct vg_shader _shader_viewchar = { " 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" @@ -139,6 +140,11 @@ static struct vg_shader _shader_viewchar = { "\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" @@ -174,13 +180,12 @@ static struct vg_shader _shader_viewchar = { "\n" " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" "\n" -" vfrag = do_light_diffuse( vfrag, qnorm );\n" -" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" +" vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n" +" //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" " float opacity = clamp( fdist, 0.1, 1.0 );\n" -"\n" " FragColor = vec4(vfrag,opacity);\n" "}\n" ""},