needs a lot of cleaning but lights are OK
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_scene.glsl
index c71f5e2dbb4dbbd3359be1afa933eaaf5ba6f1c3..2cf00b9878d0427d386964f645e99463f0fb60bd 100644 (file)
@@ -4,10 +4,12 @@ in vec2 aUv;
 in vec4 aNorm;
 in vec3 aCo;
 in vec3 aWorldCo;
-flat in vec4 light_colours[3];
-flat in vec4 light_positions[3];
+flat in ivec4 light_indices;
+
+uniform samplerBuffer uLightsArray;
 
 #include "common_world.glsl"
+#include "light_clearskies.glsl"
 
 float sdLine( vec3 p, vec3 a, vec3 b )
 {
@@ -28,47 +30,79 @@ float compute_board_shadow()
    return 1.0 - player_shadow*0.8;
 }
 
+vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )
+{
+   float dist = pow(fdist*0.0010,0.78);
+   return mix( vfrag, colour, min( 1.0, dist ) );
+}
+
 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 = newlight_compute_ambient();
-   
-   // Compute world lighting contribution and apply it according to the
-   // shadow map
-   //
-   vec3 world_light = newlight_compute_world_diffuse( wnormal );
-   world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );
+   vec3 total_light = vec3(0.0);
+
 
-   float world_shadow = newlight_compute_sun_shadow();
+   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 += world_light * min( board_shadow, world_shadow );
+   total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), 
+                                  halfview, world );
+
+   //total_light += scene_lighting_old( wnormal, world );
 
    // Compute the other lights that exist in the map, not effected by the sun
    // shadow
 
-   total_light += newlight_compute_quadratic
+   // read lights
+   vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 );
+   vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 );
+   vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 );
+   vec4 light_co_0     = texelFetch( uLightsArray, light_indices.x*3+1 );
+   vec4 light_co_1     = texelFetch( uLightsArray, light_indices.y*3+1 );
+   vec4 light_co_2     = texelFetch( uLightsArray, light_indices.z*3+1 );
+   vec4 light_dir_0    = texelFetch( uLightsArray, light_indices.x*3+2 );
+   vec4 light_dir_1    = texelFetch( uLightsArray, light_indices.y*3+2 );
+   vec4 light_dir_2    = texelFetch( uLightsArray, light_indices.z*3+2 );
+
+   //return vec3(fract(distance(light_co_0.xyz,aWorldCo)),
+   //            fract(distance(light_co_1.xyz,aWorldCo)),
+   //            fract(distance(light_co_2.xyz,aWorldCo)));
+
+  // return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125),
+  //             fract(light_indices.z * 0.125 ));
+
+   total_light += newlight_compute_spot
                   ( 
                      wnormal, halfview,
-                     light_positions[0].xyz,
-                     light_colours[0].rgb 
+                     light_colour_0.rgb,
+                     light_co_0.xyz,
+                     light_dir_0
                   ) * board_shadow;
-   total_light += newlight_compute_quadratic
+
+   total_light += newlight_compute_spot
                   ( 
                      wnormal, halfview,
-                     light_positions[1].xyz,
-                     light_colours[1].rgb 
+                     light_colour_1.rgb,
+                     light_co_1.xyz,
+                     light_dir_1
                   ) * board_shadow;
-   total_light += newlight_compute_quadratic
+   total_light += newlight_compute_spot
                   ( 
                      wnormal, halfview,
-                     light_positions[2].xyz,
-                     light_colours[2].rgb 
+                     light_colour_2.rgb,
+                     light_co_2.xyz,
+                     light_dir_2
                   ) * board_shadow;
 
-   return apply_fog( diffuse * total_light, fdist );
+   vec3 fog_colour = scene_sky( -halfview, world );
+   
+   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
 }