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; int g_light_count; int g_light_preview; int g_shadow_samples; 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 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; } 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 ); } 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() { if( g_shadow_samples == 0 ) { return 1.0; } float fspread = g_light_colours[0].w; vec3 vdir = g_light_directions[0].xyz; 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); // 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 - max( player_shadow*0.8, famt ); } vec3 newlight_compute_world_diffuse( vec3 wnormal ) { vec3 vtotal = g_ambient_colour.rgb; for( int i=0; i