.link = shader_model_character_view_link,
.vs =
{
+.orig_file = "shaders/model_skinned.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
+.orig_file = "shaders/model_character_view.fs",
.static_src =
"uniform sampler2D uTexMain;\n"
"uniform vec3 uCamera;\n"
" vec4 g_water_plane;\n"
" vec4 g_depth_bounds;\n"
" float g_water_fog;\n"
+" float g_time;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
" int g_shadow_samples;\n"
"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"\n"
" // g_time ?\n"
"\n"
" //vec4 g_point_light_positions[32];\n"
" return g_ambient_colour.rgb;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow()\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
"{\n"
" if( g_shadow_samples == 0 )\n"
" {\n"
" }\n"
"\n"
" float fspread = g_light_colours[0].w;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
+" vec3 vdir = dir;\n"
" float flength = g_light_directions[0].w;\n"
"\n"
" float famt = 0.0;\n"
" return vcolour*spec*fintensity;\n"
"}\n"
"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-" vec3 light_pos, vec3 light_colour )\n"
+" vec3 light_colour, vec3 light_pos )\n"
"{\n"
" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
"\n"
" return light_colour*attenuation;\n"
"}\n"
"\n"
+"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
+" vec3 light_colour, vec3 light_pos,\n"
+" vec4 light_dir )\n"
+"{\n"
+" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+" float quadratic = dot(light_delta,light_delta);\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
+"\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
+" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
+"\n"
+" return light_colour*attenuation*falloff;\n"
+"}\n"
+"\n"
"#line 11 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
" vec3 total_light = newlight_compute_ambient();\n"
" vec3 world_light = newlight_compute_world_diffuse( qnorm );\n"
"\n"
-" float world_shadow = newlight_compute_sun_shadow();\n"
+" float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );\n"
" total_light += world_light * world_shadow;\n"
"\n"
" vfrag = apply_fog( vfrag * total_light, fdist );\n"