_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 );
" 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"
" 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"
return mix( vfrag, g_ambient_colour.rgb, faccum );
}
-// FIXME
float sdLine( vec3 p, vec3 a, vec3 b )
{
vec3 pa = p - a;
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 );
}
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"
" 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"