-"float world_depth_sample( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" return texture( g_world_depth, depth_coord ).r;\n"
-"}\n"
-"\n"
-"float world_water_depth( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return texture( g_world_depth, depth_coord ).g - 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"
-"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
-" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
-"}\n"
-"\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-" float dist = pow(fdist*0.0008,1.2);\n"
-" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\n"
-" return g_ambient_colour.rgb;\n"
-"}\n"
-"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
-" return 1.0;\n"
-" }\n"
-"\n"
-" float fspread = g_light_colours[0].w;\n"
-" vec3 vdir = dir;\n"
-" float flength = g_light_directions[0].w;\n"
-"\n"
-" float famt = 0.0;\n"
-" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-" return 1.0 - famt;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
-"{\n"
-" vec3 vtotal = g_ambient_colour.rgb;\n"
-"\n"
-" for( int i=0; i<g_light_count; i++ )\n"
-" {\n"
-" vec3 vcolour = g_light_colours[i].rgb;\n"
-" vec3 vdir = g_light_directions[i].xyz;\n"
-"\n"
-" float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-" vtotal += vcolour*flight;\n"
-" }\n"
-"\n"
-" return vtotal;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-" vec3 vcolour = g_light_colours[0].rgb;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
-"\n"
-" vec3 specdir = reflect( -vdir, wnormal );\n"
-" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-" return vcolour*spec*fintensity;\n"
-"}\n"
-"\n"
-"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
-"{\n"
-" vec3 specdir = reflect( -dir, wnormal );\n"
-" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, float max_dist,\n"
-" vec3 light_colour, vec3 light_pos )\n"
-"{\n"
-" vec3 light_delta = light_pos-aWorldCo;\n"
-"\n"
-" float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-" attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
-"\n"
-" float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
-" return light_colour * attenuation * falloff;\n"
-"}\n"
-"\n"
-"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 13 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"