+layout (location = 0) out vec4 oColour;
+
layout (std140) uniform ub_world_lighting
{
+ vec4 g_cube_min;
+ vec4 g_cube_inv_range;
+
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;
+ float g_time;
int g_light_count;
int g_light_preview;
-};
-
-uniform sampler2D g_world_depth;
+ int g_shadow_samples;
-// Standard diffuse + spec models
-// ==============================
+ int g_debug_indices;
+ int g_debug_complexity;
-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( vec3 dir )
+{
+ if( g_shadow_samples == 0 )
+ {
+ return 1.0;
+ }
+
float fspread = g_light_colours[0].w;
- vec3 vdir = g_light_directions[0].xyz;
+ vec3 vdir = dir;
float flength = g_light_directions[0].w;
float famt = 0.0;
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;
+}
+
+float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )
+{
+ vec3 specdir = reflect( -dir, wnormal );
+ return pow(max(dot( halfview, specdir ), 0.0), exponent);
+}
+
+vec3 newlight_compute_quadratic( vec3 wnormal, float max_dist,
+ vec3 light_colour, vec3 light_pos )
+{
+ vec3 light_delta = light_pos-aWorldCo;
+
+ float dist2 = dot(light_delta,light_delta);
+
+ float quadratic = dist2*100.0;
+ float attenuation = 1.0f/( 1.0f + quadratic );
+ attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );
+
+ float falloff = max( 0.0, 1.0-(dist2*max_dist) );
+ return light_colour * attenuation * falloff;
+}
+
+vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview,
+ vec3 light_colour, vec3 light_pos,
+ vec4 light_dir )
+{
+ vec3 light_delta = (light_pos-aWorldCo) * 10.0;
+
+ float quadratic = dot(light_delta,light_delta);
+ float attenuation = 1.0f/( 1.0f + quadratic );
+
+ light_delta = normalize( light_delta );
+ attenuation *= max( 0.0, dot( light_delta, wnormal ) );
+
+ 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*attenuation*falloff;
}