// :D in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; flat in ivec4 light_indices; uniform samplerBuffer uLightsArray; uniform usampler3D uLightsIndex; #include "common_world.glsl" #include "light_clearskies.glsl" float sdLine( vec3 p, vec3 a, vec3 b ) { vec3 pa = p - a; vec3 ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ); } float compute_board_shadow() { // player shadow float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 ); float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 ); player_shadow *= player_shadow*player_shadow*player_shadow; return 1.0 - player_shadow*0.8; } vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) { float dist = pow(fdist*0.0010,0.78); return mix( vfrag, colour, min( 1.0, dist ) ); } vec3 rand33(vec3 p3) { p3 = fract(p3 * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yxz+33.33); return fract((p3.xxy + p3.yxx)*p3.zyx); } vec3 scene_calculate_light( int light_index, vec3 halfview, vec3 co, vec3 normal ) { vec4 light_colour = texelFetch( uLightsArray, light_index+0 ); vec4 light_co = texelFetch( uLightsArray, light_index+1 ); vec4 light_dir = texelFetch( uLightsArray, light_index+2 ); vec3 light_delta = light_co.xyz-co; float dist2 = dot(light_delta,light_delta); light_delta = normalize( light_delta ); float quadratic = dist2*100.0; float attenuation = 1.0f/( 1.0f + quadratic ); attenuation *= max( dot( light_delta, normal ), 0.0 ); float falloff = max( 0.0, 1.0-(dist2*light_co.w) ); if( light_dir.w < 0.999999 ) { float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ); falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) ); } return light_colour.rgb * attenuation * falloff; } vec3 scene_calculate_packed_light_patch( uint packed_index, vec3 halfview, vec3 co, vec3 normal ) { uint light_count = packed_index & 0x3u; vec3 l = vec3(0.0); if( light_count >= 1u ) { int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u ); int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u ); int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u ); l += scene_calculate_light( index_0, halfview, co, normal ); if( light_count >= 2u ) { l += scene_calculate_light( index_1, halfview, co, normal ); if( light_count >= 3u ) { l += scene_calculate_light( index_2, halfview, co, normal ); } } } return l; } vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal ) { world_info world; scene_state( g_time, world ); // Lighting vec3 halfview = uCamera - aWorldCo; float fdist = length(halfview); halfview /= fdist; vec3 total_light = vec3(0.0); float world_shadow = newlight_compute_sun_shadow( world.sun_dir * (1.0/(max(world.sun_dir.y,0.0)+0.2)) ); float board_shadow = compute_board_shadow(); total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), halfview, world ); vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz; cube_coord = floor( cube_coord ); if( g_debug_indices == 1 ) { return rand33(cube_coord); } if( g_debug_complexity == 1 ) { ivec3 coord = ivec3( cube_coord ); uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u); return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 ); } // FIXME: this should absolutely must be clamped! ivec3 coord = ivec3( cube_coord ); uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); total_light += scene_calculate_packed_light_patch( index_sample.x, halfview, aWorldCo, wnormal ) * board_shadow; total_light += scene_calculate_packed_light_patch( index_sample.y, halfview, aWorldCo, wnormal ) * board_shadow; vec3 fog_colour = scene_sky( -halfview, world ); return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); }