+layout (location = 0) out vec4 oColour;
+
layout (std140) uniform ub_world_lighting
{
- vec3 g_directional;
- vec3 g_sun_colour;
- vec3 g_shadow_colour;
+ vec4 g_light_colours[3];
+ vec4 g_light_directions[3];
+ vec4 g_ambient_colour;
+
vec4 g_water_plane;
vec4 g_depth_bounds;
float g_water_fog;
+ int g_light_count;
+ int g_light_preview;
+ int g_shadow_samples;
};
uniform sampler2D g_world_depth;
vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )
{
- float flight = dot( g_directional, wnormal )*0.5+0.5;
- return vfrag * mix( g_shadow_colour, g_sun_colour, flight );
+ 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 vfrag * vtotal;
}
vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )
{
- vec3 specdir = reflect( -g_directional, wnormal );
+ 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 + g_sun_colour*spec*fintensity;
+ return vfrag + vcolour*spec*fintensity;
}
float world_depth_sample( vec3 pos )
float shadow_sample( vec3 vdir )
{
- vec3 sample_pos = aCo + vdir;
+ vec3 sample_pos = aWorldCo + vdir;
float height_sample = world_depth_sample( sample_pos );
float fdelta = height_sample - sample_pos.y;
return clamp( fdelta, 0.1, 0.2 )-0.1;
}
-vec3 do_light_shadowing( vec3 vfrag )
+vec3 do_light_shadowing_old( vec3 vfrag )
{
float faccum = 0.0;
faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));
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_shadow_colour, faccum );
+ return mix( vfrag, g_ambient_colour.rgb, faccum );
}
+vec3 do_light_shadowing( vec3 vfrag )
+{
+ if( g_shadow_samples == 0 )
+ {
+ return vfrag;
+ }
+
+ float fspread = g_light_colours[0].w;
+ vec3 vdir = g_light_directions[0].xyz;
+ float flength = g_light_directions[0].w;
+
+ float famt = 0.0;
+ famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);
+ famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);
+ famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);
+ famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);
+ famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);
+ 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 );
+}
+
+vec3 apply_fog( vec3 vfrag, float fdist )
+{
+ float dist = pow(fdist*0.0008,1.2);
+ return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );
+}