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;
+uniform usampler3D uLightsIndex;
#include "common_world.glsl"
+#include "light_clearskies.glsl"
float sdLine( vec3 p, vec3 a, vec3 b )
{
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 )
+{
+ 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 = newlight_compute_ambient();
+ 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!
- // 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 );
+ ivec3 coord = ivec3( cube_coord );
+ uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
- float world_shadow = newlight_compute_sun_shadow();
- float board_shadow = compute_board_shadow();
+ 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;
- total_light += world_light * min( board_shadow, world_shadow );
-
- // Compute the other lights that exist in the map, not effected by the sun
- // shadow
-
- total_light += newlight_compute_quadratic
- (
- wnormal, halfview,
- light_positions[0].xyz,
- light_colours[0].rgb
- ) * board_shadow;
- total_light += newlight_compute_quadratic
- (
- wnormal, halfview,
- light_positions[1].xyz,
- light_colours[1].rgb
- ) * board_shadow;
- total_light += newlight_compute_quadratic
- (
- wnormal, halfview,
- light_positions[2].xyz,
- light_colours[2].rgb
- ) * 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 );
}