int g_light_preview;
int g_shadow_samples;
- vec4 g_point_light_positions[32];
- vec4 g_point_light_colours[32];
+ // g_time ?
+
+ //vec4 g_point_light_positions[32];
+ //vec4 g_point_light_colours[32];
};
uniform sampler2D g_world_depth;
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);
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 );
+ return 1.0 - famt;
}
vec3 newlight_compute_world_diffuse( vec3 wnormal )