layout (location = 0) out vec4 oColour; layout (std140) uniform ub_world_lighting { vec4 g_light_colours[3]; vec4 g_light_directions[3]; vec4 g_ambient_colour; vec4 g_water_plane; vec4 g_depth_bounds; float g_water_fog; float g_time; int g_light_count; int g_light_preview; int g_shadow_samples; int g_debug_indices; int g_debug_complexity; // g_time ? //vec4 g_point_light_positions[32]; //vec4 g_point_light_colours[32]; }; uniform sampler2D g_world_depth; float world_depth_sample( vec3 pos ) { vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; return texture( g_world_depth, depth_coord ).r; } float world_water_depth( vec3 pos ) { vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; float ref_depth = g_water_plane.y*g_water_plane.w; return texture( g_world_depth, depth_coord ).g - ref_depth; } float shadow_sample( vec3 vdir ) { vec3 sample_pos = aWorldCo + vdir; float height_sample = world_depth_sample( sample_pos ); float fdelta = height_sample - sample_pos.y; return clamp( fdelta, 0.1, 0.2 )-0.1; } vec3 apply_fog( vec3 vfrag, float fdist ) { float dist = pow(fdist*0.0008,1.2); return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) ); } // New lighting model vec3 newlight_compute_ambient() { return g_ambient_colour.rgb; } float newlight_compute_sun_shadow( vec3 dir ) { if( g_shadow_samples == 0 ) { return 1.0; } float fspread = g_light_colours[0].w; vec3 vdir = dir; float flength = g_light_directions[0].w; float famt = 0.0; famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1); famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2); famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3); famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4); famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); return 1.0 - famt; } vec3 newlight_compute_world_diffuse( vec3 wnormal ) { vec3 vtotal = g_ambient_colour.rgb; for( int i=0; i