+"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
+" vec3 light_colour, vec3 light_pos,\n"
+" vec4 light_dir )\n"
+"{\n"
+" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+" float quadratic = dot(light_delta,light_delta);\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
+"\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
+" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
+"\n"
+" return light_colour*attenuation*falloff;\n"
+"}\n"
+"\n"
+"#line 12 0 \n"
+"#line 1 2 \n"
+"const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
+"const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
+"const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
+"const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
+"const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
+"\n"
+"const float SUN_ANGLE = 0.0001;\n"
+"const float TIME_RATE = 0.025;\n"
+"\n"
+"const float PI = 3.14159265;\n"
+"\n"
+"struct world_info\n"
+"{\n"
+" float time,\n"
+" time_of_day,\n"
+" day_phase,\n"
+" sunset_phase;\n"
+" \n"
+" vec3 sun_dir;\n"
+"};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 scene_ambient( vec3 dir, const world_info w )\n"
+"{\n"
+" float sun_azimuth = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
+" float sky_gradient = dir.y;\n"
+" \n"
+" /* Blend phase colours */\n"
+" vec3 ambient = DAYSKY_COLOUR * (w.day_phase-w.sunset_phase*0.1);\n"
+" ambient += SUNSET_COLOUR * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
+" ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
+" \n"
+" /* Add gradient */\n"
+" ambient -= sky_gradient * luminance(ambient);\n"
+" \n"
+" return ambient;\n"
+"}\n"
+"\n"
+"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
+"{\n"
+" ray_dir.y = abs( ray_dir.y );\n"
+" vec3 sky_colour = scene_ambient( ray_dir, w );\n"
+" \n"
+" /* Sun */\n"
+" float sun_theta = dot( ray_dir, w.sun_dir );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+" float sun_shape = pow( sun_size, 2000.0 );\n"
+" sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour;\n"
+" return composite;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
+"{\n"
+" return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
+"}\n"
+"\n"
+"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
+"{\n"
+" vec3 dir3 = vec3\n"
+" (\n"
+" cos(dir.y) * cos(dir.x),\n"
+" sin(dir.x),\n"
+" sin(dir.y) * cos(dir.x)\n"
+" );\n"
+"\n"
+" float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
+" \n"
+" return flight * colour;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
+"{\n"
+" vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );\n"
+" vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );\n"
+" vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );\n"
+" \n"
+" return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
+" SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
+" SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
+" vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
+" * w.day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
+"\n"
+" vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+" float sun_theta = dot( normal, w.sun_dir );\n"
+"\n"
+" float softness_min = 0.5;\n"
+" float softness = softness_min + w.sunset_phase * (1.0-softness_min);\n"
+" float light_min = 0.0 * w.day_phase;\n"
+" float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
+" light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
+" \n"
+" float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
+" light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
+" \n"
+" vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
+" vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+" \n"
+" float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
+" * 0.2 * shadow * w.day_phase;\n"
+" \n"
+" return mix(dark_colour, light_colour, light_direct) + \n"
+" spec +\n"
+" dark_colour * light_bounce;\n"
+"}\n"
+"\n"
+"void scene_state( float world_time, out world_info w )\n"
+"{\n"
+" w.time = world_time;\n"
+" w.time_of_day = fract( w.time );\n"
+" w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;\n"
+" w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
+" w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
+" \n"
+" float a = w.time_of_day * PI * 2.0;\n"
+" w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
+"}\n"
+"\n"
+"\n"
+"#line 13 0 \n"
+"\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"