X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=2cdc2719dbd6a5f8dc16fe5b82d03377dae5c3b1;hb=168eb5c363f510d60703498e01ffcdb52bf9fd07;hp=e9c08835bdb4794409a060e3f3beccd2ca96cba9;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index e9c0883..2cdc271 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -56,12 +56,15 @@ static struct vg_shader _shader_water = { "#line 1 1 \n" "layout (std140) uniform ub_world_lighting\n" "{\n" -" vec3 g_directional;\n" -" vec3 g_sun_colour;\n" -" vec3 g_shadow_colour;\n" +" vec4 g_light_colours[3];\n" +" vec4 g_light_directions[3];\n" +" vec4 g_ambient_colour;\n" +"\n" " vec4 g_water_plane;\n" " vec4 g_depth_bounds;\n" " float g_water_fog;\n" +" int g_light_count;\n" +" int g_light_preview;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -71,15 +74,28 @@ static struct vg_shader _shader_water = { "\n" "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" "{\n" -" float flight = dot( g_directional, wnormal )*0.5+0.5;\n" -" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n" +" vec3 vtotal = g_ambient_colour.rgb;\n" +"\n" +" for( int i=0; i