- uint light_count = packed_index & 0x3u;
-
- vec3 l = vec3(0.0);
-
- if( light_count >= 1u )
- {
- int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );
- int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );
- int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );
-
- l += scene_calculate_light( index_0, halfview, co, normal );
-
- if( light_count >= 2u )
- {
- l += scene_calculate_light( index_1, halfview, co, normal );
-
- if( light_count >= 3u )
- {
- l += scene_calculate_light( index_2, halfview, co, normal );
- }
- }
- }
-
- return l;
-}
-
-vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )
-{
- world_info world;
- scene_state( g_time, world );
-
- // Lighting
- vec3 halfview = uCamera - aWorldCo;
- float fdist = length(halfview);
- halfview /= fdist;
-
- vec3 total_light = vec3(0.0);
- float world_shadow = newlight_compute_sun_shadow( world.sun_dir
- * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );
- float board_shadow = compute_board_shadow();
-
- total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ),
- halfview, world );
-
- vec3 cube_coord = (aWorldCo - 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 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, aWorldCo, wnormal )
- * board_shadow;
- total_light +=
- scene_calculate_packed_light_patch( index_sample.y,
- halfview, aWorldCo, wnormal )
- * board_shadow;
-
- vec3 fog_colour = scene_sky( -halfview, world );
- return scene_apply_fog( diffuse * total_light, fog_colour, fdist );