// :D
+in vec2 aUv;
+in vec4 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+flat in vec4 light_colours[3];
+flat in vec4 light_positions[3];
+
#include "common_world.glsl"
+float sdLine( vec3 p, vec3 a, vec3 b )
+{
+ vec3 pa = p - a;
+ vec3 ba = b - a;
+
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+ return length( pa - ba*h );
+}
+
+float compute_board_shadow()
+{
+ // player shadow
+ float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-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_do_lighting( vec3 diffuse, vec3 wnormal )
{
// Lighting
world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );
float world_shadow = newlight_compute_sun_shadow();
+ float board_shadow = compute_board_shadow();
- total_light += world_light * world_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,
- g_point_light_positions[ aLights.x ].xyz,
- g_point_light_colours[ aLights.x ].rgb
- );
+ light_positions[0].xyz,
+ light_colours[0].rgb
+ ) * board_shadow;
total_light += newlight_compute_quadratic
(
wnormal, halfview,
- g_point_light_positions[ aLights.y ].xyz,
- g_point_light_colours[ aLights.y ].rgb
- );
+ light_positions[1].xyz,
+ light_colours[1].rgb
+ ) * board_shadow;
total_light += newlight_compute_quadratic
(
wnormal, halfview,
- g_point_light_positions[ aLights.z ].xyz,
- g_point_light_colours[ aLights.z ].rgb
- );
+ light_positions[2].xyz,
+ light_colours[2].rgb
+ ) * board_shadow;
return apply_fog( diffuse * total_light, fdist );
}