45e12dff48267ba71c814a07a3272ea3eb29c339
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_world.glsl
1 layout (location = 0) out vec4 oColour;
2
3 layout (std140) uniform ub_world_lighting
4 {
5 vec4 g_light_colours[3];
6 vec4 g_light_directions[3];
7 vec4 g_ambient_colour;
8
9 vec4 g_water_plane;
10 vec4 g_depth_bounds;
11 float g_water_fog;
12 int g_light_count;
13 int g_light_preview;
14 int g_shadow_samples;
15
16 vec4 g_point_light_positions[32];
17 vec4 g_point_light_colours[32];
18 };
19
20 uniform sampler2D g_world_depth;
21
22 float world_depth_sample( vec3 pos )
23 {
24 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
25 return texture( g_world_depth, depth_coord ).r;
26 }
27
28 float world_water_depth( vec3 pos )
29 {
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;
33 }
34
35 float shadow_sample( vec3 vdir )
36 {
37 vec3 sample_pos = aWorldCo + vdir;
38 float height_sample = world_depth_sample( sample_pos );
39
40 float fdelta = height_sample - sample_pos.y;
41 return clamp( fdelta, 0.1, 0.2 )-0.1;
42 }
43
44 float sdLine( vec3 p, vec3 a, vec3 b )
45 {
46 vec3 pa = p - a;
47 vec3 ba = b - a;
48
49 float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
50 return length( pa - ba*h );
51 }
52
53 vec3 apply_fog( vec3 vfrag, float fdist )
54 {
55 float dist = pow(fdist*0.0008,1.2);
56 return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
57 }
58
59
60 // New lighting model
61
62 vec3 newlight_compute_ambient()
63 {
64 return g_ambient_colour.rgb;
65 }
66
67 float newlight_compute_sun_shadow()
68 {
69 if( g_shadow_samples == 0 )
70 {
71 return 1.0;
72 }
73
74 float fspread = g_light_colours[0].w;
75 vec3 vdir = g_light_directions[0].xyz;
76 float flength = g_light_directions[0].w;
77
78 float famt = 0.0;
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);
87
88 // player shadow
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;
92
93 return 1.0 - max( player_shadow*0.8, famt );
94 }
95
96 vec3 newlight_compute_world_diffuse( vec3 wnormal )
97 {
98 vec3 vtotal = g_ambient_colour.rgb;
99
100 for( int i=0; i<g_light_count; i++ )
101 {
102 vec3 vcolour = g_light_colours[i].rgb;
103 vec3 vdir = g_light_directions[i].xyz;
104
105 float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
106 vtotal += vcolour*flight;
107 }
108
109 return vtotal;
110 }
111
112 vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )
113 {
114 vec3 vcolour = g_light_colours[0].rgb;
115 vec3 vdir = g_light_directions[0].xyz;
116
117 vec3 specdir = reflect( -vdir, wnormal );
118 float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
119 return vcolour*spec*fintensity;
120 }
121
122 vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview,
123 vec3 light_pos, vec3 light_colour )
124 {
125 vec3 light_delta = (light_pos-aWorldCo) * 10.0;
126
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 ) );
130
131 return light_colour*attenuation;
132 }