checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_world.glsl
1 layout (std140) uniform ub_world_lighting
2 {
3 vec4 g_light_colours[3];
4 vec4 g_light_directions[3];
5 vec4 g_ambient_colour;
6
7 vec4 g_water_plane;
8 vec4 g_depth_bounds;
9 float g_water_fog;
10 int g_light_count;
11 int g_light_preview;
12 };
13
14 uniform sampler2D g_world_depth;
15
16 // Standard diffuse + spec models
17 // ==============================
18
19 vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )
20 {
21 vec3 vtotal = g_ambient_colour.rgb;
22
23 for( int i=0; i<g_light_count; i++ )
24 {
25 vec3 vcolour = g_light_colours[i].rgb;
26 vec3 vdir = g_light_directions[i].xyz;
27
28 float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
29 vtotal += vcolour*flight;
30 }
31
32 return vfrag * vtotal;
33 }
34
35 vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )
36 {
37 vec3 vcolour = g_light_colours[0].rgb;
38 vec3 vdir = g_light_directions[0].xyz;
39
40 vec3 specdir = reflect( -vdir, wnormal );
41 float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
42 return vfrag + vcolour*spec*fintensity;
43 }
44
45 float world_depth_sample( vec3 pos )
46 {
47 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
48 return texture( g_world_depth, depth_coord ).r;
49 }
50
51 float shadow_sample( vec3 vdir )
52 {
53 vec3 sample_pos = aCo + vdir;
54 float height_sample = world_depth_sample( sample_pos );
55
56 float fdelta = height_sample - sample_pos.y;
57 return clamp( fdelta, 0.1, 0.2 )-0.1;
58 }
59
60 vec3 do_light_shadowing_old( vec3 vfrag )
61 {
62 float faccum = 0.0;
63 faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));
64 faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));
65 faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));
66 faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));
67 faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);
68 faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);
69 faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);
70 faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);
71 return mix( vfrag, g_ambient_colour.rgb, faccum );
72 }
73
74 vec3 do_light_shadowing( vec3 vfrag )
75 {
76 float fspread = g_light_colours[0].w;
77 vec3 vdir = g_light_directions[0].xyz;
78 float flength = g_light_directions[0].w;
79
80 float famt = 0.0;
81 famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);
82 famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);
83 famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);
84 famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);
85 famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
86 famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
87 famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
88 famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
89 return mix( vfrag, g_ambient_colour.rgb, famt );
90 }
91
92 vec3 apply_fog( vec3 vfrag, float fdist )
93 {
94 float dist = pow(fdist*0.0008,1.2);
95 return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
96 }