X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.fs;h=dab1692f465fa3612213d9263c6d02e54fe891a7;hb=422fe8bd45ecb522ae5b1d90187e95e24a5ad179;hp=d4bee82d8eb609a3354a72ff1748d217a1aae889;hpb=1c4d337455a2697bd5a5344fe7226fad0b4ca1a0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.fs b/shaders/scene_water.fs index d4bee82..dab1692 100644 --- a/shaders/scene_water.fs +++ b/shaders/scene_water.fs @@ -16,6 +16,59 @@ uniform vec3 uOceanColour; #include "common_scene.glsl" #include "motion_vectors_fs.glsl" +// Pasted from common_world.glsl +vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co ) +{ + float light_mask = compute_board_shadow(); + + if( g_light_preview == 1 ) + diffuse = vec3(0.75); + + // Lighting + vec3 halfview = uCamera - co; + float fdist = length(halfview); + halfview /= fdist; + + float world_shadow = newlight_compute_sun_shadow( + co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); + + vec3 total_light = clearskies_lighting( + normal, min( light_mask, world_shadow ), halfview ); + + vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz; + cube_coord = floor( cube_coord ); + + if( g_debug_indices == 1 ) + { + return rand33(cube_coord); + } + + if( g_debug_complexity == 1 ) + { + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u); + return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 ); + } + + // FIXME: this coord should absolutely must be clamped! + + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + total_light += + scene_calculate_packed_light_patch( index_sample.x, + halfview, co, normal ) + * light_mask; + total_light += + scene_calculate_packed_light_patch( index_sample.y, + halfview, co, normal ) + * light_mask; + + return diffuse * total_light; +} + vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, vec4 beneath, vec4 above, vec4 dudva ) { @@ -36,8 +89,22 @@ vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, vec4 surf = mix( vec4(surface_tint,depthblend), vec4(1.0,1.0,1.0,0.5), fband ); - surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo ); + surf.rgb = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo ); surf.rgb = mix(surf.rgb, above.rgb, ffresnel ); + + // Take a section of the sky function to give us a matching fog colour + vec3 fog_colour = clearskies_ambient( -halfview ); + float sun_theta = dot( -halfview, g_sun_dir.xyz ); + float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 ); + float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5; + + vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); + sun_colour *= sun_shape; + + fog_colour += sun_colour; + surf.rgb = scene_apply_fog( surf.rgb, fog_colour, + distance(uCamera, aWorldCo) ); + return surf; }