shadow tweak
authorhgn <hgodden00@gmail.com>
Fri, 17 Feb 2023 17:38:02 +0000 (17:38 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 17 Feb 2023 17:38:02 +0000 (17:38 +0000)
12 files changed:
player.c
shaders/alphatest.h
shaders/common_world.glsl
shaders/gpos.h
shaders/route.h
shaders/scoretext.h
shaders/standard.h
shaders/terrain.h
shaders/vblend.h
shaders/viewchar.h
shaders/water.h
shaders/water_fast.h

index 653452365af1b3d32f4fa6e45c061790d8530dfa..9ab970652852525fbd5fa47404e3bcaf6c34bee5 100644 (file)
--- a/player.c
+++ b/player.c
@@ -240,8 +240,8 @@ VG_STATIC void player__pre_render( player_instance *player )
       _player_post_animate[ player->subsystem ]( player );
 
    struct player_avatar *av = player->playeravatar;
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
+   v3f vp0 = {0.0f,0.1f, 0.55f},
+       vp1 = {0.0f,0.1f,-0.55f};
 
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
index 5761c02ba4c06b5c4e055cb01e39747198dd6669..98478944b7a95f0900c632ffc35fd6c50aa037f9 100644 (file)
@@ -155,7 +155,6 @@ static struct vg_shader _shader_alphatest = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -187,11 +186,11 @@ static struct vg_shader _shader_alphatest = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index da87204bbebe620f803961ae4755b45cf5d0870d..baffd66001af0c7dbd5b680f5dc1408b022b3223 100644 (file)
@@ -74,7 +74,6 @@ vec3 do_light_shadowing_old( vec3 vfrag )
    return mix( vfrag, g_ambient_colour.rgb, faccum );
 }
 
-// FIXME
 float sdLine( vec3 p, vec3 a, vec3 b )
 {
   vec3 pa = p - a;
@@ -106,11 +105,11 @@ vec3 do_light_shadowing( vec3 vfrag )
    famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
 
    // player shadow
-   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );
-   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );
+   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
+   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
    player_shadow *= player_shadow*player_shadow*player_shadow;
 
-   famt = max( player_shadow*0.6, famt );
+   famt = max( player_shadow*0.8, famt );
    return mix( vfrag, g_ambient_colour.rgb, famt );
 }
 
index e30d276cb199377ea611327191621d33a88a7b75..f2ac3934180b1c7708a64a8e9ba1eee4204af29b 100644 (file)
@@ -154,7 +154,6 @@ static struct vg_shader _shader_gpos = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -186,11 +185,11 @@ static struct vg_shader _shader_gpos = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index 0c03368217c837adf14642171e3c5a783beb5ec5..752b60ca74b4b8ecbf08af604bd3ee055846106b 100644 (file)
@@ -155,7 +155,6 @@ static struct vg_shader _shader_route = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -187,11 +186,11 @@ static struct vg_shader _shader_route = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index 519dfbeef40b763730bf9eaf1cae911916ddf2d5..7a9bf3ae89181707ad939668d23d183fd4df6cad 100644 (file)
@@ -176,7 +176,6 @@ static struct vg_shader _shader_scoretext = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -208,11 +207,11 @@ static struct vg_shader _shader_scoretext = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index b55a94abc2f8122c3fd5ec9b1288b835bf8317b6..32976f50b2fd716dccb1fcb9dc1e6d5be6dd8681 100644 (file)
@@ -155,7 +155,6 @@ static struct vg_shader _shader_standard = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -187,11 +186,11 @@ static struct vg_shader _shader_standard = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index 09258e744221022a5961ee9b753ea18756b3f796..08d8500643dacdeb3c96a433acd47a89e0a03314 100644 (file)
@@ -156,7 +156,6 @@ static struct vg_shader _shader_terrain = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -188,11 +187,11 @@ static struct vg_shader _shader_terrain = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index af2a4967d85fd4974742de68ea9376630972e1e9..fcdd8362f2a71df98e696675bafe6044603b390c 100644 (file)
@@ -154,7 +154,6 @@ static struct vg_shader _shader_vblend = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -186,11 +185,11 @@ static struct vg_shader _shader_vblend = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index 53f073a2c6a5fd53ee4b7113ce91279a90626017..4240728007f8a1ae8f7561f0841cfd202fadeb76 100644 (file)
@@ -164,7 +164,6 @@ static struct vg_shader _shader_viewchar = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -196,11 +195,11 @@ static struct vg_shader _shader_viewchar = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3..518b6b4ab54d3e6f901f92ba1d9b0a09ddb31115 100644 (file)
@@ -162,7 +162,6 @@ static struct vg_shader _shader_water = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -194,11 +193,11 @@ static struct vg_shader _shader_water = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
index 90ea5c8023973d2559dca0cdcbe58a8f01cc1f32..0370cd6f6fbfabf480727a7ff8ce6291a78b97c5 100644 (file)
@@ -159,7 +159,6 @@ static struct vg_shader _shader_water_fast = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
-"// FIXME\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
 "  vec3 pa = p - a;\n"
@@ -191,11 +190,11 @@ static struct vg_shader _shader_water_fast = {
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
 "   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
 "\n"
-"   famt = max( player_shadow*0.6, famt );\n"
+"   famt = max( player_shadow*0.8, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"