" aWorldCo = world_pos0;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
+" aNorm = normalize( mat3(uMdl) * a_norm );\n"
" aCo = a_co;\n"
"}\n"
""},
"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 11 0 \n"
+"#line 1 2 \n"
"layout (location = 0) out vec4 oColour;\n"
"\n"
"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
"\n"
"const float SUN_ANGLE = 0.0001;\n"
-"const float PI = 3.14159265;\n"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
" \n"
" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
" sun_colour *= sun_shape;\n"
+"\n"
+" \n"
+" float star = 0.0;\n"
+" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+" if( star_blend > 0.001 ){\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+" }\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
+" float fdelta = height_sample - co.y;\n"
" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
" return 1.0;\n"
" }\n"
"\n"
" float flength = g_shadow_length;\n"
"\n"
" float famt = 0.0;\n"
-" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
"\n"
-" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
"\n"
" return 1.0 - famt;\n"
"}\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
" float fdist = length(halfview);\n"
" halfview /= fdist;\n"
"\n"
-" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
"\n"
" vec3 total_light = clearskies_lighting( \n"
" normal, min( light_mask, world_shadow ), halfview );\n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 11 0 \n"
-"#line 1 2 \n"
+"#line 12 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
-"#line 1 3 \n"
+"#line 13 0 \n"
+"#line 1 4 \n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
" }\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 14 0 \n"
+"\n"
+"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+" vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
+" * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+" float light_mask )\n"
+"{\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = character_clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
"\n"
"void main(){\n"
" depth_compare_dither();\n"
"\n"
" vec3 qnorm = aNorm;\n"
" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-" vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
+" vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
"\n"
" float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
" float opacity = clamp( dist*dist, 0.0, 1.0 );\n"