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 )
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 );
}