+vec3 do_light_shadowing( vec3 vfrag )
+{
+ if( g_shadow_samples == 0 )
+ {
+ return vfrag;
+ }
+
+ 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 )-0.03 );
+ float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );
+ player_shadow *= player_shadow*player_shadow*player_shadow;
+
+ famt = max( player_shadow*0.6, famt );
+ return mix( vfrag, g_ambient_colour.rgb, famt );
+}
+
+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 ) );
+}