X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.h;h=d7181ff4e85e213cb79ae5cce1ce1908f4c2e123;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=551804a44be99347a4b4df781e7401088338f07a;hpb=3ee65e6e24bfc39db7c7dd8c1f4cec3d5c42d0f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 551804a..d7181ff 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = { .link = shader_viewchar_link, .vs = { -.orig_file = "../../shaders/standard_skinned.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -50,7 +49,6 @@ static struct vg_shader _shader_viewchar = { ""}, .fs = { -.orig_file = "../../shaders/viewchar.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -75,6 +73,7 @@ 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 +138,11 @@ 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" @@ -172,13 +176,14 @@ static struct vg_shader _shader_viewchar = { " float fdist = length( halfview );\n" " halfview /= fdist;\n" "\n" -" vfrag = do_light_diffuse( vfrag, aNorm );\n" -" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" +" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" +"\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" ""}, @@ -190,16 +195,16 @@ static GLuint _uniform_viewchar_uTexMain; static GLuint _uniform_viewchar_uCamera; static GLuint _uniform_viewchar_g_world_depth; static void shader_viewchar_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m); } static void shader_viewchar_uTexMain(int i){ - glUniform1i( _uniform_viewchar_uTexMain, i ); + glUniform1i(_uniform_viewchar_uTexMain,i); } static void shader_viewchar_uCamera(v3f v){ - glUniform3fv( _uniform_viewchar_uCamera, 1, v ); + glUniform3fv(_uniform_viewchar_uCamera,1,v); } static void shader_viewchar_g_world_depth(int i){ - glUniform1i( _uniform_viewchar_g_world_depth, i ); + glUniform1i(_uniform_viewchar_g_world_depth,i); } static void shader_viewchar_register(void){ vg_shader_register( &_shader_viewchar );