1 layout (location = 0) out vec4 oColour;
3 layout (std140) uniform ub_world_lighting
5 vec4 g_light_colours[3];
6 vec4 g_light_directions[3];
16 vec4 g_point_light_positions[32];
17 vec4 g_point_light_colours[32];
20 uniform sampler2D g_world_depth;
22 float world_depth_sample( vec3 pos )
24 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
25 return texture( g_world_depth, depth_coord ).r;
28 float world_water_depth( vec3 pos )
30 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
31 float ref_depth = g_water_plane.y*g_water_plane.w;
32 return texture( g_world_depth, depth_coord ).g - ref_depth;
35 float shadow_sample( vec3 vdir )
37 vec3 sample_pos = aWorldCo + vdir;
38 float height_sample = world_depth_sample( sample_pos );
40 float fdelta = height_sample - sample_pos.y;
41 return clamp( fdelta, 0.1, 0.2 )-0.1;
44 float sdLine( vec3 p, vec3 a, vec3 b )
49 float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
50 return length( pa - ba*h );
53 vec3 apply_fog( vec3 vfrag, float fdist )
55 float dist = pow(fdist*0.0008,1.2);
56 return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
62 vec3 newlight_compute_ambient()
64 return g_ambient_colour.rgb;
67 float newlight_compute_sun_shadow()
69 if( g_shadow_samples == 0 )
74 float fspread = g_light_colours[0].w;
75 vec3 vdir = g_light_directions[0].xyz;
76 float flength = g_light_directions[0].w;
79 famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);
80 famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);
81 famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);
82 famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);
83 famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
84 famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
85 famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
86 famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
89 float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
90 float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
91 player_shadow *= player_shadow*player_shadow*player_shadow;
93 return 1.0 - max( player_shadow*0.8, famt );
96 vec3 newlight_compute_world_diffuse( vec3 wnormal )
98 vec3 vtotal = g_ambient_colour.rgb;
100 for( int i=0; i<g_light_count; i++ )
102 vec3 vcolour = g_light_colours[i].rgb;
103 vec3 vdir = g_light_directions[i].xyz;
105 float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
106 vtotal += vcolour*flight;
112 vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )
114 vec3 vcolour = g_light_colours[0].rgb;
115 vec3 vdir = g_light_directions[0].xyz;
117 vec3 specdir = reflect( -vdir, wnormal );
118 float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
119 return vcolour*spec*fintensity;
122 vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview,
123 vec3 light_pos, vec3 light_colour )
125 vec3 light_delta = (light_pos-aWorldCo) * 10.0;
127 float quadratic = dot(light_delta,light_delta);
128 float attenuation = 1.0f/( 1.0f + quadratic );
129 attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );
131 return light_colour*attenuation;