water fog material prop; ragdoll float only on drowned
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.fs
index 7a3d63ec39651fb22b875ffdc78f2684f39706f7..502d67299d95d95c87dc6ff96393447928608694 100644 (file)
@@ -7,31 +7,102 @@ in vec3 aNorm;
 in vec3 aCo;
 in vec3 aWorldCo;
 
+#include "light_clearskies_stddef.glsl"
 #include "common_world.glsl"
 #include "motion_vectors_fs.glsl"
+#include "depth_compare.glsl"
 
-void main()
+vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
 {
-   compute_motion_vectors();
+   float fresnel = 1.0 - abs(dot(normal,halfview));
+
+   vec3  reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, 
+                               g_sunset_phase );
+
+
+   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;
+   vec3  light_sun      = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) 
+                           * g_sun_colour.rgb * g_day_phase;
+
+   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );
+   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, 
+                       g_sunset_phase );
 
-   vec3 vfrag = texture( uTexMain, aUv ).rgb;
+   return ambient + (light_sun + sky_reflection) * shadow;
+}
+
+vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,
+                                 float light_mask )
+{
+   if( g_light_preview == 1 )
+      diffuse = vec3(0.75);
 
    // Lighting
-   vec3 halfview = uCamera - aWorldCo;
-   float fdist = length( halfview );
+   vec3 halfview = uCamera - co;
+   float fdist = length(halfview);
    halfview /= fdist;
-   fdist -= 0.08;
 
-   vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
+   float world_shadow = newlight_compute_sun_shadow( 
+               co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
+
+   vec3 total_light = character_clearskies_lighting( 
+                           normal, min( light_mask, world_shadow ), halfview );
+
+   vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;
+        cube_coord = floor( cube_coord );
 
-   vec3 total_light = newlight_compute_ambient();
-   vec3 world_light = newlight_compute_world_diffuse( qnorm );
+   if( g_debug_indices == 1 )
+   {
+      return rand33(cube_coord);
+   }
+
+   if( g_debug_complexity == 1 )
+   {
+      ivec3 coord = ivec3( cube_coord );
+      uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+      uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
+      return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
+   }
+
+   // FIXME: this coord should absolutely must be clamped!
+   
+   ivec3 coord = ivec3( cube_coord );
+   uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+   total_light += 
+      scene_calculate_packed_light_patch( index_sample.x,
+                                          halfview, co, normal ) 
+                                          * light_mask;
+   total_light += 
+      scene_calculate_packed_light_patch( index_sample.y,
+                                          halfview, co, normal )
+                                          * light_mask;
+
+   // Take a section of the sky function to give us a matching fog colour
+
+   vec3 fog_colour  = clearskies_ambient( -halfview );
+   float sun_theta  = dot( -halfview, g_sun_dir.xyz );
+   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 );
+   float sun_shape  = sun_size * max(g_sun_dir.y,0.0) * 0.5;
+         
+   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
+        sun_colour *= sun_shape;
+
+   fog_colour += sun_colour;
+   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
+}
+
+void main(){
+   depth_compare_dither();
+   compute_motion_vectors();
 
-   float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );
-   total_light += world_light * world_shadow;
+   vec3 qnorm     = aNorm;
+   vec3 diffuse   = texture( uTexMain, aUv ).rgb;
+   vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
 
-   vfrag = apply_fog( vfrag * total_light, fdist );
+   float dist    = distance( aWorldCo, uCamera ) - 0.08;
+   float opacity = clamp( dist*dist, 0.0, 1.0 );
 
-   float opacity = clamp( fdist*fdist, 0.0, 1.0 );
-   oColour = vec4(vfrag,opacity);
+   oColour = vec4( composite, opacity );
 }