-vec3 scene_compute_ambient( vec3 normal, const world_info w )
-{
- return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );
-}
-
-vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )
-{
- vec3 dir3 = vec3
- (
- cos(dir.y) * cos(dir.x),
- sin(dir.x),
- sin(dir.y) * cos(dir.x)
- );
-
- float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );
-
- return flight * colour;
-}
-
-vec3 scene_lighting_old( vec3 normal, const world_info w )
-{
- vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );
- vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );
- vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );
-
- return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +
- SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) +
- SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;
-}
-
-vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )