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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_scene.glsl
index 2cf00b9878d0427d386964f645e99463f0fb60bd..91dc6a19cf7116cae9b1a1e5a110418ab4dbc1ae 100644 (file)
@@ -72,35 +72,57 @@ vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )
    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;
+   if( g_debug_indices == 1 )
+   {
+      float rings = min( fract(distance(light_co_0.xyz,aWorldCo)),
+                      min( 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 )) + (rings-0.5) * 0.25;
+   }
+
+   if( g_debug_complexity == 1 )
+   {
+      return vec3(1.0,0.0,0.0) * ( light_indices.w/3.0 );
+   }
+
+   if( light_indices.w >= 1 )
+   {
+      total_light += newlight_compute_spot
+                     ( 
+                        wnormal, halfview,
+                        light_colour_0.rgb,
+                        light_co_0.xyz,
+                        light_dir_0
+                     ) * board_shadow 
+                       * step( world.day_phase, light_colour_0.w );
+
+      if( light_indices.w >= 2 )
+      {
+         total_light += newlight_compute_spot
+                        ( 
+                           wnormal, halfview,
+                           light_colour_1.rgb,
+                           light_co_1.xyz,
+                           light_dir_1
+                        ) * board_shadow
+                          * step( world.day_phase, light_colour_1.w );
+
+         if( light_indices.w >= 3 )
+         {
+            total_light += newlight_compute_spot
+                           ( 
+                              wnormal, halfview,
+                              light_colour_2.rgb,
+                              light_co_2.xyz,
+                              light_dir_2
+                           ) * board_shadow
+                             * step( world.day_phase, light_colour_2.w );
+         }
+      }
+   }
 
    vec3 fog_colour = scene_sky( -halfview, world );