+layout (location = 0) out vec4 oColour;
+
layout (std140) uniform ub_world_lighting
{
vec4 g_light_colours[3];
float g_water_fog;
int g_light_count;
int g_light_preview;
+ int g_shadow_samples;
};
uniform sampler2D g_world_depth;
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 mix( vfrag, g_ambient_colour.rgb, faccum );
}
+// FIXME
+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 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;
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);
+
+ // player shadow
+ float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );
+ float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );
+ player_shadow *= player_shadow*player_shadow*player_shadow;
+
+ famt = max( player_shadow*0.6, famt );
return mix( vfrag, g_ambient_colour.rgb, famt );
}