int g_light_count;
int g_light_preview;
int g_shadow_samples;
-};
-
-uniform sampler2D g_world_depth;
-
-// Standard diffuse + spec models
-// ==============================
-vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )
-{
- vec3 vtotal = g_ambient_colour.rgb;
-
- for( int i=0; i<g_light_count; i++ )
- {
- vec3 vcolour = g_light_colours[i].rgb;
- vec3 vdir = g_light_directions[i].xyz;
+ // g_time ?
- float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
- vtotal += vcolour*flight;
- }
+ //vec4 g_point_light_positions[32];
+ //vec4 g_point_light_colours[32];
+};
- return vfrag * vtotal;
-}
+uniform sampler2D g_world_depth;
-vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )
+float world_depth_sample( vec3 pos )
{
- vec3 vcolour = g_light_colours[0].rgb;
- vec3 vdir = g_light_directions[0].xyz;
-
- vec3 specdir = reflect( -vdir, wnormal );
- float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
- return vfrag + vcolour*spec*fintensity;
+ vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
+ return texture( g_world_depth, depth_coord ).r;
}
-float world_depth_sample( vec3 pos )
+float world_water_depth( vec3 pos )
{
vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
- return texture( g_world_depth, depth_coord ).r;
+ float ref_depth = g_water_plane.y*g_water_plane.w;
+ return texture( g_world_depth, depth_coord ).g - ref_depth;
}
float shadow_sample( vec3 vdir )
return clamp( fdelta, 0.1, 0.2 )-0.1;
}
-vec3 do_light_shadowing_old( vec3 vfrag )
+vec3 apply_fog( vec3 vfrag, float fdist )
{
- float faccum = 0.0;
- faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));
- faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));
- faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));
- faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));
- faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);
- faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);
- faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);
- faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);
- return mix( vfrag, g_ambient_colour.rgb, faccum );
+ float dist = pow(fdist*0.0008,1.2);
+ return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
}
-vec3 do_light_shadowing( vec3 vfrag )
+
+// New lighting model
+
+vec3 newlight_compute_ambient()
+{
+ return g_ambient_colour.rgb;
+}
+
+float newlight_compute_sun_shadow()
{
if( g_shadow_samples == 0 )
{
- return vfrag;
+ return 1.0;
}
float fspread = g_light_colours[0].w;
famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
- return mix( vfrag, g_ambient_colour.rgb, famt );
+
+ return 1.0 - famt;
}
-vec3 apply_fog( vec3 vfrag, float fdist )
+vec3 newlight_compute_world_diffuse( vec3 wnormal )
{
- float dist = pow(fdist*0.0008,1.2);
- return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
+ vec3 vtotal = g_ambient_colour.rgb;
+
+ for( int i=0; i<g_light_count; i++ )
+ {
+ vec3 vcolour = g_light_colours[i].rgb;
+ vec3 vdir = g_light_directions[i].xyz;
+
+ float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
+ vtotal += vcolour*flight;
+ }
+
+ return vtotal;
+}
+
+vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )
+{
+ vec3 vcolour = g_light_colours[0].rgb;
+ vec3 vdir = g_light_directions[0].xyz;
+
+ vec3 specdir = reflect( -vdir, wnormal );
+ float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
+ return vcolour*spec*fintensity;
+}
+
+vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview,
+ vec3 light_pos, vec3 light_colour )
+{
+ vec3 light_delta = (light_pos-aWorldCo) * 10.0;
+
+ float quadratic = dot(light_delta,light_delta);
+ float attenuation = 1.0f/( 1.0f + quadratic );
+ attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );
+
+ return light_colour*attenuation;
}