grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_standard_alphatest.h
index ed4417ba6350cb4cc63e653b79370e80e18802d3..5cab9a80321f73403d266eddffd0b14d397a18a1 100644 (file)
@@ -7,6 +7,7 @@ static struct vg_shader _shader_scene_standard_alphatest = {
    .link = shader_scene_standard_alphatest_link,
    .vs = 
 {
+.orig_file = "shaders/scene.vs",
 .static_src = 
 "layout (location=0) in vec3  a_co;\n"
 "layout (location=1) in vec4  a_norm;\n"
@@ -41,7 +42,8 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "out vec4 aNorm;\n"
 "out vec3 aCo;\n"
 "out vec3 aWorldCo;\n"
-"flat out ivec4 aLights;\n"
+"\n"
+"flat out ivec4 light_indices;\n"
 "\n"
 "void main()\n"
 "{\n"
@@ -57,11 +59,13 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
 "   aCo = a_co;\n"
 "   aWorldCo = world_pos0;\n"
-"   aLights = a_lights;\n"
+"\n"
+"   light_indices = a_lights;\n"
 "}\n"
 ""},
    .fs = 
 {
+.orig_file = "shaders/scene_standard_alphatest.fs",
 .static_src = 
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexMain;\n"
@@ -70,20 +74,26 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "uniform vec3 uCamera;\n"
 "uniform vec4 uPlane;\n"
 "\n"
+"#line       1        1 \n"
+"// :D\n"
+"\n"
 "in vec2 aUv;\n"
 "in vec4 aNorm;\n"
 "in vec3 aCo;\n"
 "in vec3 aWorldCo;\n"
-"flat in ivec4 aLights;\n"
+"flat in ivec4 light_indices;\n"
 "\n"
-"#line       1        1 \n"
-"// :D\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
 "\n"
 "#line       1        1 \n"
 "layout (location = 0) out vec4 oColour;\n"
 "\n"
 "layout (std140) uniform ub_world_lighting\n"
 "{\n"
+"   vec4 g_cube_min;\n"
+"   vec4 g_cube_inv_range;\n"
+"\n"
 "   vec4 g_light_colours[3];\n"
 "   vec4 g_light_directions[3];\n"
 "   vec4 g_ambient_colour;\n"
@@ -91,12 +101,18 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   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"
-"   vec4 g_point_light_positions[32];\n"
-"   vec4 g_point_light_colours[32];\n"
+"   int g_debug_indices;\n"
+"   int g_debug_complexity;\n"
+"\n"
+"   // g_time ?\n"
+"\n"
+"   //vec4 g_point_light_positions[32];\n"
+"   //vec4 g_point_light_colours[32];\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -123,15 +139,6 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
 "}\n"
 "\n"
-"float sdLine( vec3 p, vec3 a, vec3 b )\n"
-"{\n"
-"  vec3 pa = p - a;\n"
-"  vec3 ba = b - a;\n"
-"\n"
-"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
-"  return length( pa - ba*h );\n"
-"}\n"
-"\n"
 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
 "{\n"
 "   float dist = pow(fdist*0.0008,1.2);\n"
@@ -146,7 +153,7 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   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"
@@ -154,7 +161,7 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   }\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"
@@ -167,12 +174,7 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
 "   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
-"   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
-"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
-"\n"
-"   return 1.0 - max( player_shadow*0.8, famt );\n"
+"   return 1.0 - famt;\n"
 "}\n"
 "\n"
 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
@@ -201,64 +203,336 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   return vcolour*spec*fintensity;\n"
 "}\n"
 "\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-"                                 vec3 light_pos, vec3 light_colour )\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, float max_dist,\n"
+"                                 vec3 light_colour, vec3 light_pos )\n"
+"{\n"
+"   vec3 light_delta = light_pos-aWorldCo;\n"
+"\n"
+"   float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+"   float quadratic = dist2*100.0;\n"
+"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
+"         attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
+"\n"
+"   float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
+"   return light_colour * attenuation * falloff;\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"
-"   attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
 "\n"
-"   return light_colour*attenuation;\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     13        0 \n"
+"#line       1        2 \n"
+"const vec3  DAYSKY_COLOUR   = vec3( 0.37, 0.54, 0.97 );\n"
+"const vec3  NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"const vec3  SUNSET_COLOUR   = vec3( 1.00, 0.32, 0.01 );\n"
+"const vec3  AMBIENT_COLOUR  = vec3( 0.13, 0.17, 0.35 );\n"
+"const vec3  SUNSET_AMBIENT  = vec3( 0.25, 0.17, 0.51 );\n"
+"const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
+"\n"
+"const float SUN_ANGLE       = 0.0001;\n"
+"const float TIME_RATE       = 0.025;\n"
+"\n"
+"const float PI              = 3.14159265;\n"
+"\n"
+"struct world_info\n"
+"{\n"
+"   float time,\n"
+"         time_of_day,\n"
+"         day_phase,\n"
+"         sunset_phase;\n"
+"   \n"
+"   vec3 sun_dir;\n"
+"};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+"   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 scene_ambient( vec3 dir, const world_info w )\n"
+"{\n"
+"   float sun_azimuth  = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
+"   float sky_gradient = dir.y;\n"
+"   \n"
+"   /* Blend phase colours */\n"
+"   vec3 ambient  = DAYSKY_COLOUR   * (w.day_phase-w.sunset_phase*0.1);\n"
+"        ambient += SUNSET_COLOUR   * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
+"        ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
+"   \n"
+"   /* Add gradient */\n"
+"        ambient -= sky_gradient * luminance(ambient);\n"
+"        \n"
+"   return ambient;\n"
+"}\n"
+"\n"
+"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
+"{\n"
+"   ray_dir.y = abs( ray_dir.y );\n"
+"   vec3 sky_colour  = scene_ambient( ray_dir, w );\n"
+"   \n"
+"   /* Sun */\n"
+"   float sun_theta  = dot( ray_dir, w.sun_dir );\n"
+"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+"   float sun_shape  = pow( sun_size, 2000.0 );\n"
+"         sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
+"         \n"
+"   vec3 sun_colour  = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
+"        sun_colour *= sun_shape;\n"
+"   \n"
+"   vec3 composite   = sky_colour + sun_colour;\n"
+"   return composite;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
+"{\n"
+"   return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
+"}\n"
+"\n"
+"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
+"{\n"
+"   vec3 dir3 = vec3\n"
+"   (\n"
+"      cos(dir.y) * cos(dir.x),\n"
+"                   sin(dir.x),\n"
+"      sin(dir.y) * cos(dir.x)\n"
+"   );\n"
+"\n"
+"   float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
+"   \n"
+"   return flight * colour;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
+"{\n"
+"   vec3 SR_COLOUR_SUN  = vec3( 1.36,  1.35, 1.01 );\n"
+"   vec3 SR_COLOUR_FILL = vec3( 0.33,  0.56, 0.64 );\n"
+"   vec3 SR_COLOUR_RIM  = vec3( 0.05,  0.05, 0.23 );\n"
+"   \n"
+"   return SR_LIGHT( normal, vec2(  0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
+"          SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
+"          SR_LIGHT( normal, vec2(  2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
+"{\n"
+"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+"   vec3  sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
+"   vec3  light_sun      = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
+"                           * w.day_phase;\n"
+"\n"
+"   float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
+"\n"
+"   vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"\n"
+"   return ambient + (light_sun + sky_reflection) * shadow;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"   float  sun_theta = dot( normal, w.sun_dir );\n"
+"\n"
+"   float  softness_min = 0.5;\n"
+"   float  softness     = softness_min + w.sunset_phase * (1.0-softness_min);\n"
+"   float  light_min    = 0.0 * w.day_phase;\n"
+"   float  light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
+"          light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
+"   \n"
+"   float  light_bounce  = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
+"          light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
+"          \n"
+"   vec3   light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
+"   vec3   dark_colour  = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"   \n"
+"   float  spec         = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
+"                            * 0.2 * shadow * w.day_phase;\n"
+"   \n"
+"   return mix(dark_colour, light_colour, light_direct) + \n"
+"              spec +\n"
+"              dark_colour * light_bounce;\n"
+"}\n"
+"\n"
+"void scene_state( float world_time, out world_info w )\n"
+"{\n"
+"   w.time         = world_time;\n"
+"   w.time_of_day  = fract( w.time );\n"
+"   w.day_phase    = cos( w.time_of_day * PI * 2.0 )      * 0.5 + 0.5;\n"
+"   w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
+"   w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
+"   \n"
+"   float a        = w.time_of_day * PI * 2.0;\n"
+"   w.sun_dir      = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
 "}\n"
 "\n"
-"#line      4        0 \n"
+"\n"
+"#line     14        0 \n"
+"\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+"  vec3 pa = p - a;\n"
+"  vec3 ba = b - a;\n"
+"\n"
+"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+"  return length( pa - ba*h );\n"
+"}\n"
+"\n"
+"float compute_board_shadow()\n"
+"{\n"
+"   // player shadow\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+"   float dist = pow(fdist*0.0010,0.78);\n"
+"   return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+"   p3 += dot(p3, p3.yxz+33.33);\n"
+"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+"                            vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+"   vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+"   vec4 light_co     = texelFetch( uLightsArray, light_index+1 );\n"
+"   vec4 light_dir    = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+"   vec3 light_delta = light_co.xyz-co;\n"
+"   float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+"   light_delta = normalize( light_delta );\n"
+"\n"
+"   float quadratic = dist2*100.0;\n"
+"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
+"         attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+"   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+"   if( light_dir.w < 0.999999 )\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"
+"\n"
+"   return light_colour.rgb * attenuation * falloff;\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+"                                         vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+"   uint light_count = packed_index & 0x3u;\n"
+"\n"
+"   vec3 l = vec3(0.0);\n"
+"\n"
+"   if( light_count >= 1u )\n"
+"   {\n"
+"      int index_0 = int( ((packed_index >>  2u) & 0x3ffu) * 3u );\n"
+"      int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+"      int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+"      l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+"      if( light_count >= 2u )\n"
+"      {\n"
+"         l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+"         if( light_count >= 3u )\n"
+"         {\n"
+"            l += scene_calculate_light( index_2, halfview, co, normal );\n"
+"         }\n"
+"      }\n"
+"   }\n"
+"\n"
+"   return l;\n"
+"}\n"
 "\n"
 "vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
 "{\n"
+"   world_info world;\n"
+"   scene_state( g_time, world );\n"
+"\n"
 "   // Lighting\n"
 "   vec3 halfview = uCamera - aWorldCo;\n"
 "   float fdist = length(halfview);\n"
 "   halfview /= fdist;\n"
 "\n"
-"   vec3 total_light = newlight_compute_ambient();\n"
+"   vec3 total_light = vec3(0.0);\n"
+"   float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
+"                                    * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
+"   float board_shadow = compute_board_shadow();\n"
+"\n"
+"   total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
+"                                  halfview, world );\n"
+"\n"
+"   vec3 cube_coord = (aWorldCo - 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 should absolutely must be clamped!\n"
 "   \n"
-"   // Compute world lighting contribution and apply it according to the\n"
-"   // shadow map\n"
-"   //\n"
-"   vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
-"   world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
-"\n"
-"   float world_shadow = newlight_compute_sun_shadow();\n"
-"\n"
-"   total_light += world_light * world_shadow;\n"
-"\n"
-"   // Compute the other lights that exist in the map, not effected by the sun\n"
-"   // shadow\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.x ].xyz,\n"
-"                     g_point_light_colours[ aLights.x ].rgb \n"
-"                  );\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.y ].xyz,\n"
-"                     g_point_light_colours[ aLights.y ].rgb \n"
-"                  );\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.z ].xyz,\n"
-"                     g_point_light_colours[ aLights.z ].rgb \n"
-"                  );\n"
-"\n"
-"   return apply_fog( diffuse * total_light, fdist );\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, aWorldCo, wnormal ) \n"
+"                                          * board_shadow;\n"
+"   total_light += \n"
+"      scene_calculate_packed_light_patch( index_sample.y,\n"
+"                                          halfview, aWorldCo, wnormal )\n"
+"                                          * board_shadow;\n"
+"\n"
+"   vec3 fog_colour = scene_sky( -halfview, world );\n"
+"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line      9        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -278,7 +552,7 @@ static struct vg_shader _shader_scene_standard_alphatest = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     16        0 \n"
+"#line     10        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -313,6 +587,8 @@ static GLuint _uniform_scene_standard_alphatest_uBoard0;
 static GLuint _uniform_scene_standard_alphatest_uBoard1;
 static GLuint _uniform_scene_standard_alphatest_uCamera;
 static GLuint _uniform_scene_standard_alphatest_uPlane;
+static GLuint _uniform_scene_standard_alphatest_uLightsArray;
+static GLuint _uniform_scene_standard_alphatest_uLightsIndex;
 static GLuint _uniform_scene_standard_alphatest_g_world_depth;
 static void shader_scene_standard_alphatest_uMdl(m4x3f m){
    glUniformMatrix4x3fv(_uniform_scene_standard_alphatest_uMdl,1,GL_FALSE,(float*)m);
@@ -358,6 +634,8 @@ static void shader_scene_standard_alphatest_link(void){
    _uniform_scene_standard_alphatest_uBoard1 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard1" );
    _uniform_scene_standard_alphatest_uCamera = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uCamera" );
    _uniform_scene_standard_alphatest_uPlane = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPlane" );
+   _uniform_scene_standard_alphatest_uLightsArray = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uLightsArray" );
+   _uniform_scene_standard_alphatest_uLightsIndex = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uLightsIndex" );
    _uniform_scene_standard_alphatest_g_world_depth = glGetUniformLocation( _shader_scene_standard_alphatest.id, "g_world_depth" );
 }
 #endif /* SHADER_scene_standard_alphatest_H */