water fog material prop; ragdoll float only on drowned
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_scene.glsl
index 2cf00b9878d0427d386964f645e99463f0fb60bd..76658f2151aa1176439cea0d1489673131037d9d 100644 (file)
@@ -4,12 +4,8 @@ in vec2 aUv;
 in vec4 aNorm;
 in vec3 aCo;
 in vec3 aWorldCo;
-flat in ivec4 light_indices;
-
-uniform samplerBuffer uLightsArray;
 
 #include "common_world.glsl"
-#include "light_clearskies.glsl"
 
 float sdLine( vec3 p, vec3 a, vec3 b )
 {
@@ -23,86 +19,15 @@ float sdLine( vec3 p, vec3 a, vec3 b )
 float compute_board_shadow()
 {
    // player shadow
-   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
+   float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,
+                                                      g_board_1.xyz )-0.1 );
    float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
    player_shadow *= player_shadow*player_shadow*player_shadow;
 
    return 1.0 - player_shadow*0.8;
 }
 
-vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )
+vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )
 {
-   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 = vec3(0.0);
-
-
-   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 += 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
-
-   // 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_colour_0.rgb,
-                     light_co_0.xyz,
-                     light_dir_0
-                  ) * board_shadow;
-
-   total_light += newlight_compute_spot
-                  ( 
-                     wnormal, halfview,
-                     light_colour_1.rgb,
-                     light_co_1.xyz,
-                     light_dir_1
-                  ) * board_shadow;
-   total_light += newlight_compute_spot
-                  ( 
-                     wnormal, halfview,
-                     light_colour_2.rgb,
-                     light_co_2.xyz,
-                     light_dir_2
-                  ) * board_shadow;
-
-   vec3 fog_colour = scene_sky( -halfview, world );
-   
-   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
+   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );
 }