glider orphan / entity normals with scale
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_board_view.h
index 2d40352589aa899ac6d19b8ac61eb878490194e4..abbc42f1da28b27af31b9c7c65486479e91b7b0e 100644 (file)
@@ -58,7 +58,7 @@ static struct vg_shader _shader_model_board_view = {
 "   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
-"   aNorm = mat3(uMdl) * a_norm;\n"
+"   aNorm = normalize( mat3(uMdl) * a_norm );\n"
 "   aCo = a_co;\n"
 "}\n"
 ""},
@@ -76,6 +76,11 @@ static struct vg_shader _shader_model_board_view = {
 "in vec3 aWorldCo;\n"
 "\n"
 "#line       1        1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line     11        0 \n"
+"#line       1        2 \n"
 "layout (location = 0) out vec4 oColour;\n"
 "\n"
 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
@@ -228,8 +233,9 @@ static struct vg_shader _shader_model_board_view = {
 "                               g_sunset_phase );\n"
 "\n"
 "   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-"   vec3  light_sun      = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-"                           * g_sun_colour.rgb * g_day_phase;\n"
+"   vec3  light_sun      = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+"                               dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+"                           ) * g_sun_colour.rgb * g_day_phase;\n"
 "\n"
 "   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
 "   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
@@ -407,8 +413,8 @@ static struct vg_shader _shader_model_board_view = {
 "   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
-"#line       1        2 \n"
+"#line     12        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -427,8 +433,8 @@ static struct vg_shader _shader_model_board_view = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     12        0 \n"
-"#line       1        3 \n"
+"#line     13        0 \n"
+"#line       1        4 \n"
 "uniform sampler2D uTexSceneDepth;\n"
 "uniform vec3 uInverseRatioDepth;\n"
 "uniform vec3 uInverseRatioMain;\n"
@@ -458,7 +464,88 @@ static struct vg_shader _shader_model_board_view = {
 "   }\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
+"#line     14        0 \n"
+"\n"
+"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+"   vec3  reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+"                               g_sunset_phase );\n"
+"\n"
+"\n"
+"   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+"   vec3  light_sun      = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
+"                           * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+"   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+"   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+"                       g_sunset_phase );\n"
+"\n"
+"   return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+"                                 float light_mask )\n"
+"{\n"
+"   if( g_light_preview == 1 )\n"
+"      diffuse = vec3(0.75);\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = uCamera - co;\n"
+"   float fdist = length(halfview);\n"
+"   halfview /= fdist;\n"
+"\n"
+"   float world_shadow = newlight_compute_sun_shadow( \n"
+"               co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+"   vec3 total_light = character_clearskies_lighting( \n"
+"                           normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+"   vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+"        cube_coord = floor( cube_coord );\n"
+"\n"
+"   if( g_debug_indices == 1 )\n"
+"   {\n"
+"      return rand33(cube_coord);\n"
+"   }\n"
+"\n"
+"   if( g_debug_complexity == 1 )\n"
+"   {\n"
+"      ivec3 coord = ivec3( cube_coord );\n"
+"      uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+"      uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+"      return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+"   }\n"
+"\n"
+"   // FIXME: this coord should absolutely must be clamped!\n"
+"   \n"
+"   ivec3 coord = ivec3( cube_coord );\n"
+"   uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+"   total_light += \n"
+"      scene_calculate_packed_light_patch( index_sample.x,\n"
+"                                          halfview, co, normal ) \n"
+"                                          * light_mask;\n"
+"   total_light += \n"
+"      scene_calculate_packed_light_patch( index_sample.y,\n"
+"                                          halfview, co, normal )\n"
+"                                          * light_mask;\n"
+"\n"
+"   // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+"   vec3 fog_colour  = clearskies_ambient( -halfview );\n"
+"   float sun_theta  = dot( -halfview, g_sun_dir.xyz );\n"
+"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+"   float sun_shape  = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+"         \n"
+"   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+"        sun_colour *= sun_shape;\n"
+"\n"
+"   fog_colour += sun_colour;\n"
+"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
 "\n"
 "void main(){\n"
 "   depth_compare_dither();\n"
@@ -466,7 +553,7 @@ static struct vg_shader _shader_model_board_view = {
 "\n"
 "   vec3 qnorm     = aNorm;\n"
 "   vec3 diffuse   = texture( uTexMain, aUv ).rgb;\n"
-"   vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
+"   vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
 "\n"
 "   float dist    = distance( aWorldCo, uCamera ) - 0.08;\n"
 "   float opacity = clamp( dist*dist, 0.0, 1.0 );\n"