fixe
[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_realtime;
23 float g_shadow_length;
24 float g_shadow_spread;
25
26 float g_time_of_day;
27 float g_day_phase;
28 float g_sunset_phase;
29
30 int g_light_preview;
31 int g_shadow_samples;
32
33 int g_debug_indices;
34 int g_debug_complexity;
35 };
36
37 uniform sampler2D g_world_depth;
38 uniform samplerBuffer uLightsArray;
39 uniform usampler3D uLightsIndex;
40
41 #include "light_clearskies.glsl"
42
43 float world_depth_sample( vec3 pos )
44 {
45 vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
46 return texture( g_world_depth, depth_coord ).r;
47 }
48
49 float world_water_depth( vec3 pos )
50 {
51 float ref_depth = g_water_plane.y*g_water_plane.w;
52 return world_depth_sample( pos ) - 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 float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );
127 falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );
128 }
129
130 return light_colour.rgb * attenuation * falloff
131 * step( g_day_phase, light_colour.w );
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 int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );
143 int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );
144 int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );
145
146 l += scene_calculate_light( index_0, halfview, co, normal );
147
148 if( light_count >= 2u ){
149 l += scene_calculate_light( index_1, halfview, co, normal );
150
151 if( light_count >= 3u ){
152 l += scene_calculate_light( index_2, halfview, co, normal );
153 }
154 }
155 }
156
157 return l;
158 }
159
160 vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,
161 float light_mask )
162 {
163 if( g_light_preview == 1 )
164 diffuse = vec3(0.75);
165
166 // Lighting
167 vec3 halfview = uCamera - co;
168 float fdist = length(halfview);
169 halfview /= fdist;
170
171 float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz
172 * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
173
174 vec3 total_light = clearskies_lighting(
175 normal, min( light_mask, world_shadow ), halfview );
176
177 vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;
178 cube_coord = floor( cube_coord );
179
180 if( g_debug_indices == 1 )
181 {
182 return rand33(cube_coord);
183 }
184
185 if( g_debug_complexity == 1 )
186 {
187 ivec3 coord = ivec3( cube_coord );
188 uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
189
190 uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
191 return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
192 }
193
194 // FIXME: this coord should absolutely must be clamped!
195
196 ivec3 coord = ivec3( cube_coord );
197 uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
198
199 total_light +=
200 scene_calculate_packed_light_patch( index_sample.x,
201 halfview, co, normal )
202 * light_mask;
203 total_light +=
204 scene_calculate_packed_light_patch( index_sample.y,
205 halfview, co, normal )
206 * light_mask;
207
208 // Take a section of the sky function to give us a matching fog colour
209
210 vec3 fog_colour = clearskies_ambient( -halfview );
211 float sun_theta = dot( -halfview, g_sun_dir.xyz );
212 float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );
213 float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;
214
215 vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
216 sun_colour *= sun_shape;
217
218 fog_colour += sun_colour;
219 return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
220 }