vec4 g_water_plane;
vec4 g_depth_bounds;
float g_water_fog;
+ float g_time;
int g_light_count;
int g_light_preview;
int g_shadow_samples;
- vec4 g_point_light_positions[32];
- vec4 g_point_light_colours[32];
+ int g_debug_indices;
+ int g_debug_complexity;
+
+ // g_time ?
+
+ //vec4 g_point_light_positions[32];
+ //vec4 g_point_light_colours[32];
};
uniform sampler2D g_world_depth;
return clamp( fdelta, 0.1, 0.2 )-0.1;
}
-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 );
-}
-
vec3 apply_fog( vec3 vfrag, float fdist )
{
float dist = pow(fdist*0.0008,1.2);
return g_ambient_colour.rgb;
}
-float newlight_compute_sun_shadow()
+float newlight_compute_sun_shadow( vec3 dir )
{
if( g_shadow_samples == 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( 0.522,-0.379, 0.350)*fspread)*flength*0.7);
famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);
- // 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 - max( player_shadow*0.8, famt );
+ return 1.0 - famt;
}
vec3 newlight_compute_world_diffuse( vec3 wnormal )
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, vec3 halfview,
- vec3 light_pos, vec3 light_colour )
+ vec3 light_colour, vec3 light_pos )
{
vec3 light_delta = (light_pos-aWorldCo) * 10.0;
return light_colour*attenuation;
}
+
+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;
+}