in vec4 aNorm;
in vec3 aCo;
in vec3 aWorldCo;
-flat in ivec4 light_indices;
-
-uniform samplerBuffer uLightsArray;
-uniform usampler3D uLightsIndex;
#include "common_world.glsl"
-#include "light_clearskies.glsl"
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 )
-{
- float dist = pow(fdist*0.0010,0.78);
- return mix( vfrag, colour, min( 1.0, dist ) );
-}
-
-vec3 rand33(vec3 p3)
-{
- p3 = fract(p3 * vec3(.1031, .1030, .0973));
- p3 += dot(p3, p3.yxz+33.33);
- return fract((p3.xxy + p3.yxx)*p3.zyx);
-}
-
-vec3 scene_calculate_light( int light_index,
- vec3 halfview, vec3 co, vec3 normal )
-{
- vec4 light_colour = texelFetch( uLightsArray, light_index+0 );
- vec4 light_co = texelFetch( uLightsArray, light_index+1 );
- vec4 light_dir = texelFetch( uLightsArray, light_index+2 );
-
- vec3 light_delta = light_co.xyz-co;
- float dist2 = dot(light_delta,light_delta);
-
- light_delta = normalize( light_delta );
-
- float quadratic = dist2*100.0;
- float attenuation = 1.0f/( 1.0f + quadratic );
- attenuation *= max( dot( light_delta, normal ), 0.0 );
-
- float falloff = max( 0.0, 1.0-(dist2*light_co.w) );
-
- if( light_dir.w < 0.999999 )
- {
- float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );
- falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );
- }
-
- return light_colour.rgb * attenuation * falloff;
-}
-
-vec3 scene_calculate_packed_light_patch( uint packed_index,
- vec3 halfview, vec3 co, vec3 normal )
+vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )
{
- uint light_count = packed_index & 0x3u;
-
- vec3 l = vec3(0.0);
-
- if( light_count >= 1u )
- {
- int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );
- int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );
- int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );
-
- l += scene_calculate_light( index_0, halfview, co, normal );
-
- if( light_count >= 2u )
- {
- l += scene_calculate_light( index_1, halfview, co, normal );
-
- if( light_count >= 3u )
- {
- l += scene_calculate_light( index_2, halfview, co, normal );
- }
- }
- }
-
- return l;
-}
-
-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 );
-
- vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;
- cube_coord = floor( cube_coord );
-
- if( g_debug_indices == 1 )
- {
- return rand33(cube_coord);
- }
-
- if( g_debug_complexity == 1 )
- {
- ivec3 coord = ivec3( cube_coord );
- uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
-
- uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
- return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
- }
-
- // FIXME: this should absolutely must be clamped!
-
- ivec3 coord = ivec3( cube_coord );
- uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
-
- total_light +=
- scene_calculate_packed_light_patch( index_sample.x,
- halfview, aWorldCo, wnormal )
- * board_shadow;
- total_light +=
- scene_calculate_packed_light_patch( index_sample.y,
- halfview, aWorldCo, wnormal )
- * 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() );
}