uniform sampler2D uTexMain; uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; in vec3 aWorldCo; #include "light_clearskies_stddef.glsl" #include "common_world.glsl" #include "motion_vectors_fs.glsl" #include "depth_compare.glsl" vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview ) { float fresnel = 1.0 - abs(dot(normal,halfview)); vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, g_sunset_phase ); vec3 sky_reflection = 0.5 * fresnel * reflect_colour; vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) * g_sun_colour.rgb * g_day_phase; float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) ); vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, g_sunset_phase ); return ambient + (light_sun + sky_reflection) * shadow; } vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co, float light_mask ) { if( g_light_preview == 1 ) diffuse = vec3(0.75); // Lighting vec3 halfview = uCamera - co; float fdist = length(halfview); halfview /= fdist; float world_shadow = newlight_compute_sun_shadow( co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); vec3 total_light = character_clearskies_lighting( normal, min( light_mask, world_shadow ), halfview ); vec3 cube_coord = (co - 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 coord 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, co, normal ) * light_mask; total_light += scene_calculate_packed_light_patch( index_sample.y, halfview, co, normal ) * light_mask; // Take a section of the sky function to give us a matching fog colour vec3 fog_colour = clearskies_ambient( -halfview ); float sun_theta = dot( -halfview, g_sun_dir.xyz ); float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 ); float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5; vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); sun_colour *= sun_shape; fog_colour += sun_colour; return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); } void main(){ depth_compare_dither(); compute_motion_vectors(); vec3 qnorm = aNorm; vec3 diffuse = texture( uTexMain, aUv ).rgb; vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 ); float dist = distance( aWorldCo, uCamera ) - 0.08; float opacity = clamp( dist*dist, 0.0, 1.0 ); oColour = vec4( composite, opacity ); }