baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_world.glsl
1 layout (location = 0) out vec4 oColour;
2
3 // OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...
4 layout (std140) uniform ub_world_lighting
5 {
6 vec4 g_cube_min;
7 vec4 g_cube_inv_range;
8
9 vec4 g_water_plane;
10 vec4 g_depth_bounds;
11
12 vec4 g_daysky_colour;
13 vec4 g_nightsky_colour;
14 vec4 g_sunset_colour;
15 vec4 g_ambient_colour;
16 vec4 g_sunset_ambient;
17 vec4 g_sun_colour;
18 vec4 g_sun_dir;
19
20 float g_water_fog;
21 float g_time;
22 float g_shadow_length;
23 float g_shadow_spread;
24
25 float g_time_of_day;
26 float g_day_phase;
27 float g_sunset_phase;
28
29 int g_light_preview;
30 int g_shadow_samples;
31
32 int g_debug_indices;
33 int g_debug_complexity;
34 };
35
36 uniform sampler2D g_world_depth;
37 uniform samplerBuffer uLightsArray;
38 uniform usampler3D uLightsIndex;
39
40 #include "light_clearskies.glsl"
41
42 float world_depth_sample( vec3 pos )
43 {
44 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
45 return texture( g_world_depth, depth_coord ).r;
46 }
47
48 float world_water_depth( vec3 pos )
49 {
50 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
51 float ref_depth = g_water_plane.y*g_water_plane.w;
52 return texture( g_world_depth, depth_coord ).g - ref_depth;
53 }
54
55 float shadow_sample( vec3 vdir )
56 {
57 vec3 sample_pos = aWorldCo + vdir;
58 float height_sample = world_depth_sample( sample_pos );
59
60 float fdelta = height_sample - sample_pos.y;
61 return clamp( fdelta, 0.2, 0.4 )-0.2;
62 }
63
64 float newlight_compute_sun_shadow( vec3 dir )
65 {
66 if( g_shadow_samples == 0 )
67 {
68 return 1.0;
69 }
70
71 float fspread = g_shadow_spread;
72 float flength = g_shadow_length;
73
74 float famt = 0.0;
75 famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);
76 famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);
77 famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);
78 famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);
79
80 //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
81 //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
82 //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
83 //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
84
85 return 1.0 - famt;
86 }
87
88 float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )
89 {
90 vec3 specdir = reflect( -dir, wnormal );
91 return pow(max(dot( halfview, specdir ), 0.0), exponent);
92 }
93
94 vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )
95 {
96 float dist = pow(fdist*0.0010,0.78);
97 return mix( vfrag, colour, min( 1.0, dist ) );
98 }
99
100 vec3 rand33(vec3 p3)
101 {
102 p3 = fract(p3 * vec3(.1031, .1030, .0973));
103 p3 += dot(p3, p3.yxz+33.33);
104 return fract((p3.xxy + p3.yxx)*p3.zyx);
105 }
106
107 vec3 scene_calculate_light( int light_index,
108 vec3 halfview, vec3 co, vec3 normal )
109 {
110 vec4 light_colour = texelFetch( uLightsArray, light_index+0 );
111 vec4 light_co = texelFetch( uLightsArray, light_index+1 );
112 vec4 light_dir = texelFetch( uLightsArray, light_index+2 );
113
114 vec3 light_delta = light_co.xyz-co;
115 float dist2 = dot(light_delta,light_delta);
116
117 light_delta = normalize( light_delta );
118
119 float quadratic = dist2*100.0;
120 float attenuation = 1.0f/( 1.0f + quadratic );
121 attenuation *= max( dot( light_delta, normal ), 0.0 );
122
123 float falloff = max( 0.0, 1.0-(dist2*light_co.w) );
124
125 if( light_dir.w < 0.999999 )
126 {
127 float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );
128 falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );
129 }
130
131 return light_colour.rgb * attenuation * falloff;
132 }
133
134 vec3 scene_calculate_packed_light_patch( uint packed_index,
135 vec3 halfview, vec3 co, vec3 normal )
136 {
137 uint light_count = packed_index & 0x3u;
138
139 vec3 l = vec3(0.0);
140
141 if( light_count >= 1u )
142 {
143 int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );
144 int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );
145 int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );
146
147 l += scene_calculate_light( index_0, halfview, co, normal );
148
149 if( light_count >= 2u )
150 {
151 l += scene_calculate_light( index_1, halfview, co, normal );
152
153 if( light_count >= 3u )
154 {
155 l += scene_calculate_light( index_2, halfview, co, normal );
156 }
157 }
158 }
159
160 return l;
161 }
162
163 vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,
164 float light_mask )
165 {
166 if( g_light_preview == 1 )
167 diffuse = vec3(0.75);
168
169 // Lighting
170 vec3 halfview = uCamera - co;
171 float fdist = length(halfview);
172 halfview /= fdist;
173
174 float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz
175 * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
176
177 vec3 total_light = clearskies_lighting(
178 normal, min( light_mask, world_shadow ), halfview );
179
180 vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;
181 cube_coord = floor( cube_coord );
182
183 if( g_debug_indices == 1 )
184 {
185 return rand33(cube_coord);
186 }
187
188 if( g_debug_complexity == 1 )
189 {
190 ivec3 coord = ivec3( cube_coord );
191 uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
192
193 uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
194 return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
195 }
196
197 // FIXME: this coord should absolutely must be clamped!
198
199 ivec3 coord = ivec3( cube_coord );
200 uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
201
202 total_light +=
203 scene_calculate_packed_light_patch( index_sample.x,
204 halfview, co, normal )
205 * light_mask;
206 total_light +=
207 scene_calculate_packed_light_patch( index_sample.y,
208 halfview, co, normal )
209 * light_mask;
210
211 // Take a section of the sky function to give us a matching fog colour
212
213 vec3 fog_colour = clearskies_ambient( -halfview );
214 float sun_theta = dot( -halfview, g_sun_dir.xyz );
215 float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );
216 float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;
217
218 vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
219 sun_colour *= sun_shape;
220
221 fog_colour += sun_colour;
222 return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
223 }