X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder_resources.h;fp=fishladder_resources.h;h=b486ec6c93d5ea49a40376242db15e69fc2bff8f;hp=d1f2210fe8b08d0362a676427627a3372507e7af;hb=906479e3c59f0547d48de6a74438201e87418a9e;hpb=ec1dd5de4848534241c8bea3841ef36fe047915b diff --git a/fishladder_resources.h b/fishladder_resources.h index d1f2210..b486ec6 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -419,6 +419,7 @@ SHADER_DEFINE( shader_tile_main, "uniform float uForeground;" "uniform vec2 uMousePos;" "uniform vec4 uColour;" + "uniform vec3 uShadowing;" "" "in vec4 aTexCoords;" "in vec2 aWorldCoords;" @@ -426,15 +427,15 @@ SHADER_DEFINE( shader_tile_main, "void main()" "{" //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;" - "vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );" + //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );" "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" "vec4 wood = texture( uTexWood, aTexCoords.zw );" "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" - "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );" + "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );" //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" - "vec3 shadows = mix( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );" + "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );" "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );" @@ -444,7 +445,8 @@ SHADER_DEFINE( shader_tile_main, "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" }) + UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", + "uColour", "uForeground", "uVisibility", "uShadowing" }) ) SHADER_DEFINE( shader_background,