water fog material prop; ragdoll float only on drowned
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_scene.glsl
index 4a78fbcf01ca8a721a055dfb21a4b758b52dcb58..76658f2151aa1176439cea0d1489673131037d9d 100644 (file)
@@ -1,46 +1,33 @@
 // :D
 
+in vec2 aUv;
+in vec4 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+
 #include "common_world.glsl"
 
-vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )
+float sdLine( vec3 p, vec3 a, vec3 b )
 {
-   // 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 pa = p - a;
+  vec3 ba = b - a;
 
-   float world_shadow = newlight_compute_sun_shadow();
+  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+  return length( pa - ba*h );
+}
 
-   total_light += world_light * world_shadow;
+float compute_board_shadow()
+{
+   // player shadow
+   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;
 
-   // Compute the other lights that exist in the map, not effected by the sun
-   // shadow
-   total_light += newlight_compute_quadratic
-                  ( 
-                     wnormal, halfview,
-                     g_point_light_positions[ aLights.x ].xyz,
-                     g_point_light_colours[ aLights.x ].rgb 
-                  );
-   total_light += newlight_compute_quadratic
-                  ( 
-                     wnormal, halfview,
-                     g_point_light_positions[ aLights.y ].xyz,
-                     g_point_light_colours[ aLights.y ].rgb 
-                  );
-   total_light += newlight_compute_quadratic
-                  ( 
-                     wnormal, halfview,
-                     g_point_light_positions[ aLights.z ].xyz,
-                     g_point_light_colours[ aLights.z ].rgb 
-                  );
+   return 1.0 - player_shadow*0.8;
+}
 
-   return apply_fog( diffuse * total_light, fdist );
+vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )
+{
+   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );
 }