if( respawn_chooser.spawn )
v3_copy( respawn_chooser.spawn->transform.co, uSpawnPos );
+ uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
+ uSpawnPos[3] = 1.0f/uPlayerPos[3];
+
shader_scene_override_uPlayerPos( uPlayerPos );
shader_scene_override_uSpawnPos( uSpawnPos );
}
glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
static void shader_model_board_view_uDepthCompare(int b){
- glUniform1f(_uniform_model_board_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_board_view_uDepthCompare,b);
}
static void shader_model_board_view_g_world_depth(int i){
glUniform1i(_uniform_model_board_view_g_world_depth,i);
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
static void shader_model_character_view_uDepthCompare(int b){
- glUniform1f(_uniform_model_character_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_character_view_uDepthCompare,b);
}
static void shader_model_character_view_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);
uniform vec3 uCamera;
uniform vec4 uPlane;
-uniform vec4 uPlayerPos;
-uniform vec4 uSpawnPos;
+uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */
+uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */
+uniform bool uAlphatest;
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
-vec2 smin( float a, float b, float k )
-{
+vec2 smin( float a, float b, float k ){
float h = max( k-abs(a-b), 0.0 )/k;
float m = h*h*0.5;
float s = m*k*(1.0/2.0);
return vec2(b-s,1.0-m);
}
-void main()
-{
+void main(){
vec2 ssuv = gl_FragCoord.xy;
vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
float dither = fract( vDither.g / 71.0 ) - 0.5;
vec3 vfrag = vec3(0.5,0.5,0.5);
vec3 qnorm = aNorm.xyz;
- if( !gl_FrontFacing ){
- qnorm *= -1.0;
+ if( uAlphatest ){
+ vec4 vSample = texture( uTexMain, aUv );
+ if( vSample.a < 0.5 )
+ discard;
+ }
+ else{
+ if( !gl_FrontFacing ){
+ qnorm *= -1.0;
+ }
}
vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
-
+
+ // dots
float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
float d1 = distance( aWorldCo, uSpawnPos.xyz );
vec2 dm = smin( d0, d1, 10.0 );
- float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);
-
+ float dd = fract(dm.x*0.2-g_realtime*0.5) *
+ max(0.0,1.0-dm.x*0.04) *
+ max(0.0,qnorm.y);
vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;
-
-
-
- vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
- float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
- distance(uSpawnPos.xyz,uPlayerPos.xyz));
-
+ // line
+ vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;
+ float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
vec3 p0 = uPlayerPos.xyz + v0*t;
float d3 = distance(p0,aWorldCo);
-
- float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
-
- emit += vec3(lp);
+ emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));
oColour = vec4( vfrag+emit, 1.0 );
}
"uniform vec3 uCamera;\n"
"uniform vec4 uPlane;\n"
"\n"
-"uniform vec4 uPlayerPos;\n"
-"uniform vec4 uSpawnPos;\n"
+"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
+"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
+"uniform bool uAlphatest;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 10 0 \n"
+"#line 11 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 11 0 \n"
+"#line 12 0 \n"
"\n"
-"vec2 smin( float a, float b, float k )\n"
-"{\n"
+"vec2 smin( float a, float b, float k ){\n"
" float h = max( k-abs(a-b), 0.0 )/k;\n"
" float m = h*h*0.5;\n"
" float s = m*k*(1.0/2.0);\n"
" return vec2(b-s,1.0-m);\n"
"}\n"
"\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
" vec2 ssuv = gl_FragCoord.xy;\n"
" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
-" if( !gl_FrontFacing ){\n"
-" qnorm *= -1.0;\n"
+" if( uAlphatest ){\n"
+" vec4 vSample = texture( uTexMain, aUv );\n"
+" if( vSample.a < 0.5 )\n"
+" discard;\n"
+" }\n"
+" else{\n"
+" if( !gl_FrontFacing ){\n"
+" qnorm *= -1.0;\n"
+" }\n"
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"\n"
+" \n"
+" // dots\n"
" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
"\n"
" vec2 dm = smin( d0, d1, 10.0 );\n"
-" float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
-"\n"
+" float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
+" max(0.0,1.0-dm.x*0.04) * \n"
+" max(0.0,qnorm.y);\n"
" vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
"\n"
-"\n"
-"\n"
-"\n"
-" vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
-" float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
-" distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
-"\n"
+" // line\n"
+" vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
+" float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
" vec3 p0 = uPlayerPos.xyz + v0*t;\n"
" float d3 = distance(p0,aWorldCo);\n"
-"\n"
-" float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
-"\n"
-" emit += vec3(lp);\n"
+" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
"\n"
" oColour = vec4( vfrag+emit, 1.0 );\n"
"}\n"
static GLuint _uniform_scene_override_uPlane;
static GLuint _uniform_scene_override_uPlayerPos;
static GLuint _uniform_scene_override_uSpawnPos;
+static GLuint _uniform_scene_override_uAlphatest;
static GLuint _uniform_scene_override_g_world_depth;
static GLuint _uniform_scene_override_uLightsArray;
static GLuint _uniform_scene_override_uLightsIndex;
static void shader_scene_override_uSpawnPos(v4f v){
glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
}
+static void shader_scene_override_uAlphatest(int b){
+ glUniform1i(_uniform_scene_override_uAlphatest,b);
+}
static void shader_scene_override_g_world_depth(int i){
glUniform1i(_uniform_scene_override_g_world_depth,i);
}
_uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
_uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
_uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
+ _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
_uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
_uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
_uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );
shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void bindpoint_none( world_instance *world,
- struct world_surface *mat ){
-
+VG_STATIC void bindpoint_override( world_instance *world,
+ struct world_surface *mat ){
+ if( mat->info.flags & k_material_flag_collision ){
+ shader_scene_override_uAlphatest(0);
+ }
+ else{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+ shader_scene_override_uAlphatest(1);
+ }
}
VG_STATIC void render_terrain( world_instance *world, camera *cam )
VG_STATIC void render_world_override( world_instance *world ){
struct world_pass pass = {
.cam = &skaterift.cam,
- .fn_bind_textures = bindpoint_none,
+ .fn_bind_textures = bindpoint_override,
.fn_set_mdl = shader_scene_override_uMdl,
.fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
.shader = k_shader_override