X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=6c76dfe26b11d5df1cc7708230d4caad78dbeb07;hb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;hp=e334a5c74e38d635a6b519261f69369104a6cde7;hpb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index e334a5c..6c76dfe 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_water = { .link = shader_water_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" @@ -40,7 +39,6 @@ static struct vg_shader _shader_water = { ""}, .fs = { -.orig_file = "../../shaders/water.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -74,6 +72,7 @@ static struct vg_shader _shader_water = { " 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" @@ -138,6 +137,11 @@ static struct vg_shader _shader_water = { "\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" @@ -234,40 +238,40 @@ static GLuint _uniform_water_uShoreColour; static GLuint _uniform_water_uOceanColour; static GLuint _uniform_water_g_world_depth; static void shader_water_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m); } static void shader_water_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m); } static void shader_water_uTexMain(int i){ - glUniform1i( _uniform_water_uTexMain, i ); + glUniform1i(_uniform_water_uTexMain,i); } static void shader_water_uTexDudv(int i){ - glUniform1i( _uniform_water_uTexDudv, i ); + glUniform1i(_uniform_water_uTexDudv,i); } static void shader_water_uTexBack(int i){ - glUniform1i( _uniform_water_uTexBack, i ); + glUniform1i(_uniform_water_uTexBack,i); } static void shader_water_uInvRes(v2f v){ - glUniform2fv( _uniform_water_uInvRes, 1, v ); + glUniform2fv(_uniform_water_uInvRes,1,v); } static void shader_water_uTime(float f){ - glUniform1f( _uniform_water_uTime, f ); + glUniform1f(_uniform_water_uTime,f); } static void shader_water_uCamera(v3f v){ - glUniform3fv( _uniform_water_uCamera, 1, v ); + glUniform3fv(_uniform_water_uCamera,1,v); } static void shader_water_uSurfaceY(float f){ - glUniform1f( _uniform_water_uSurfaceY, f ); + glUniform1f(_uniform_water_uSurfaceY,f); } static void shader_water_uShoreColour(v3f v){ - glUniform3fv( _uniform_water_uShoreColour, 1, v ); + glUniform3fv(_uniform_water_uShoreColour,1,v); } static void shader_water_uOceanColour(v3f v){ - glUniform3fv( _uniform_water_uOceanColour, 1, v ); + glUniform3fv(_uniform_water_uOceanColour,1,v); } static void shader_water_g_world_depth(int i){ - glUniform1i( _uniform_water_g_world_depth, i ); + glUniform1i(_uniform_water_g_world_depth,i); } static void shader_water_register(void){ vg_shader_register( &_shader_water );