// :D in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; flat in ivec4 light_indices; uniform samplerBuffer uLightsArray; #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 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 ); //total_light += scene_lighting_old( wnormal, world ); // Compute the other lights that exist in the map, not effected by the sun // shadow // read lights vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 ); vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 ); vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 ); vec4 light_co_0 = texelFetch( uLightsArray, light_indices.x*3+1 ); vec4 light_co_1 = texelFetch( uLightsArray, light_indices.y*3+1 ); vec4 light_co_2 = texelFetch( uLightsArray, light_indices.z*3+1 ); vec4 light_dir_0 = texelFetch( uLightsArray, light_indices.x*3+2 ); vec4 light_dir_1 = texelFetch( uLightsArray, light_indices.y*3+2 ); vec4 light_dir_2 = texelFetch( uLightsArray, light_indices.z*3+2 ); //return vec3(fract(distance(light_co_0.xyz,aWorldCo)), // fract(distance(light_co_1.xyz,aWorldCo)), // fract(distance(light_co_2.xyz,aWorldCo))); // return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125), // fract(light_indices.z * 0.125 )); total_light += newlight_compute_spot ( wnormal, halfview, light_colour_0.rgb, light_co_0.xyz, light_dir_0 ) * board_shadow; total_light += newlight_compute_spot ( wnormal, halfview, light_colour_1.rgb, light_co_1.xyz, light_dir_1 ) * board_shadow; total_light += newlight_compute_spot ( wnormal, halfview, light_colour_2.rgb, light_co_2.xyz, light_dir_2 ) * board_shadow; vec3 fog_colour = scene_sky( -halfview, world ); return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); }