X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater_fast.h;h=8cc3f50a8406854b858f2d78d22842c4ad601f28;hb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;hp=7b92ea8a94a486d9e08e4870f2686deec30c8d04;hpb=37d87919a54110cf7964bd1843fc69bda12d32d7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water_fast.h b/shaders/water_fast.h index 7b92ea8..8cc3f50 100644 --- a/shaders/water_fast.h +++ b/shaders/water_fast.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_water_fast = { .link = shader_water_fast_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_fast = { ""}, .fs = { -.orig_file = "../../shaders/water_fast.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -71,6 +69,7 @@ static struct vg_shader _shader_water_fast = { " 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" @@ -135,6 +134,11 @@ static struct vg_shader _shader_water_fast = { "\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" @@ -213,31 +217,31 @@ static GLuint _uniform_water_fast_uShoreColour; static GLuint _uniform_water_fast_uOceanColour; static GLuint _uniform_water_fast_g_world_depth; static void shader_water_fast_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m); } static void shader_water_fast_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m); } static void shader_water_fast_uTexDudv(int i){ - glUniform1i( _uniform_water_fast_uTexDudv, i ); + glUniform1i(_uniform_water_fast_uTexDudv,i); } static void shader_water_fast_uTime(float f){ - glUniform1f( _uniform_water_fast_uTime, f ); + glUniform1f(_uniform_water_fast_uTime,f); } static void shader_water_fast_uCamera(v3f v){ - glUniform3fv( _uniform_water_fast_uCamera, 1, v ); + glUniform3fv(_uniform_water_fast_uCamera,1,v); } static void shader_water_fast_uSurfaceY(float f){ - glUniform1f( _uniform_water_fast_uSurfaceY, f ); + glUniform1f(_uniform_water_fast_uSurfaceY,f); } static void shader_water_fast_uShoreColour(v3f v){ - glUniform3fv( _uniform_water_fast_uShoreColour, 1, v ); + glUniform3fv(_uniform_water_fast_uShoreColour,1,v); } static void shader_water_fast_uOceanColour(v3f v){ - glUniform3fv( _uniform_water_fast_uOceanColour, 1, v ); + glUniform3fv(_uniform_water_fast_uOceanColour,1,v); } static void shader_water_fast_g_world_depth(int i){ - glUniform1i( _uniform_water_fast_g_world_depth, i ); + glUniform1i(_uniform_water_fast_g_world_depth,i); } static void shader_water_fast_register(void){ vg_shader_register( &_shader_water_fast );