vec4 g_sunset_ambient;
vec4 g_sun_colour;
vec4 g_sun_dir;
+ vec4 g_board_0;
+ vec4 g_board_1;
float g_water_fog;
float g_time;
+ float g_realtime;
float g_shadow_length;
float g_shadow_spread;
float world_water_depth( vec3 pos )
{
- vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
float ref_depth = g_water_plane.y*g_water_plane.w;
- return texture( g_world_depth, depth_coord ).g - ref_depth;
+ return world_depth_sample( pos ) - ref_depth;
}
-float shadow_sample( vec3 vdir )
-{
- vec3 sample_pos = aWorldCo + vdir;
- float height_sample = world_depth_sample( sample_pos );
+float shadow_sample( vec3 co ){
+ float height_sample = world_depth_sample( co );
- float fdelta = height_sample - sample_pos.y;
+ float fdelta = height_sample - co.y;
return clamp( fdelta, 0.2, 0.4 )-0.2;
}
-float newlight_compute_sun_shadow( vec3 dir )
-{
- if( g_shadow_samples == 0 )
- {
+float newlight_compute_sun_shadow( vec3 co, vec3 dir ){
+ if( g_shadow_samples == 0 ){
return 1.0;
}
float flength = g_shadow_length;
float famt = 0.0;
- famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);
- famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);
- famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);
- famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);
+ famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);
+ famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);
+ famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);
+ famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);
- //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
- //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
- //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
- //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
+ //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
+ //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);
+ //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
+ //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
return 1.0 - famt;
}
return pow(max(dot( halfview, specdir ), 0.0), exponent);
}
-vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )
-{
+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 )
{
light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
- float attenuation = 1.0f/( 1.0f + quadratic );
+ float attenuation = 1.0/( 1.0 + 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 )
- {
+ 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;
+ return light_colour.rgb * attenuation * falloff
+ * step( g_day_phase, light_colour.w );
}
vec3 scene_calculate_packed_light_patch( uint packed_index,
vec3 l = vec3(0.0);
- if( light_count >= 1u )
- {
+ 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 )
- {
+ if( light_count >= 2u ){
l += scene_calculate_light( index_1, halfview, co, normal );
- if( light_count >= 3u )
- {
+ if( light_count >= 3u ){
l += scene_calculate_light( index_2, halfview, co, normal );
}
}
float fdist = length(halfview);
halfview /= fdist;
- float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz
- * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
+ float world_shadow = newlight_compute_sun_shadow(
+ co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
vec3 total_light = clearskies_lighting(
normal, min( light_mask, world_shadow ), halfview );