From 0c10e79eabdb2cc0fe0b6b4116541d8eeeef1328 Mon Sep 17 00:00:00 2001 From: hgn Date: Fri, 17 Feb 2023 17:38:02 +0000 Subject: [PATCH] shadow tweak --- player.c | 4 ++-- shaders/alphatest.h | 7 +++---- shaders/common_world.glsl | 7 +++---- shaders/gpos.h | 7 +++---- shaders/route.h | 7 +++---- shaders/scoretext.h | 7 +++---- shaders/standard.h | 7 +++---- shaders/terrain.h | 7 +++---- shaders/vblend.h | 7 +++---- shaders/viewchar.h | 7 +++---- shaders/water.h | 7 +++---- shaders/water_fast.h | 7 +++---- 12 files changed, 35 insertions(+), 46 deletions(-) diff --git a/player.c b/player.c index 6534523..9ab9706 100644 --- 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 ); diff --git a/shaders/alphatest.h b/shaders/alphatest.h index 5761c02..9847894 100644 --- a/shaders/alphatest.h +++ b/shaders/alphatest.h @@ -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" diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index da87204..baffd66 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -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 ); } diff --git a/shaders/gpos.h b/shaders/gpos.h index e30d276..f2ac393 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -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" diff --git a/shaders/route.h b/shaders/route.h index 0c03368..752b60c 100644 --- a/shaders/route.h +++ b/shaders/route.h @@ -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" diff --git a/shaders/scoretext.h b/shaders/scoretext.h index 519dfbe..7a9bf3a 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -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" diff --git a/shaders/standard.h b/shaders/standard.h index b55a94a..32976f5 100644 --- a/shaders/standard.h +++ b/shaders/standard.h @@ -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" diff --git a/shaders/terrain.h b/shaders/terrain.h index 09258e7..08d8500 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -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" diff --git a/shaders/vblend.h b/shaders/vblend.h index af2a496..fcdd836 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -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" diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 53f073a..4240728 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -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" diff --git a/shaders/water.h b/shaders/water.h index ff5e6ce..518b6b4 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -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" diff --git a/shaders/water_fast.h b/shaders/water_fast.h index 90ea5c8..0370cd6 100644 --- a/shaders/water_fast.h +++ b/shaders/water_fast.h @@ -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" -- 2.25.1