"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
+"uniform samplerBuffer uLightsArray;\n"
"\n"
"out vec2 aUv;\n"
"out vec4 aNorm;\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
-"flat out ivec4 aLights;\n"
+"flat out vec4 light_colours[3];\n"
+"flat out vec4 light_positions[3];\n"
"\n"
"void main()\n"
"{\n"
" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
-" aLights = a_lights;\n"
+"\n"
+" // read lights\n"
+" light_colours[0] = texelFetch( uLightsArray, a_lights.x*2+0 );\n"
+" light_colours[1] = texelFetch( uLightsArray, a_lights.y*2+0 );\n"
+" light_colours[2] = texelFetch( uLightsArray, a_lights.z*2+0 );\n"
+" light_positions[0] = texelFetch( uLightsArray, a_lights.x*2+1 );\n"
+" light_positions[1] = texelFetch( uLightsArray, a_lights.y*2+1 );\n"
+" light_positions[2] = texelFetch( uLightsArray, a_lights.z*2+1 );\n"
"}\n"
""},
.fs =
"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"
-"\n"
-"#line 1 1 \n"
-"// :D\n"
+"flat in vec4 light_colours[3];\n"
+"flat in vec4 light_positions[3];\n"
"\n"
"#line 1 1 \n"
"layout (location = 0) out vec4 oColour;\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"
+" // 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"
" return texture( g_world_depth, depth_coord ).r;\n"
"}\n"
"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
+"}\n"
+"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
" vec3 sample_pos = aWorldCo + vdir;\n"
" 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"
" 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"
" return light_colour*attenuation;\n"
"}\n"
"\n"
-"#line 4 0 \n"
+"#line 11 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_do_lighting( vec3 diffuse, vec3 wnormal )\n"
"{\n"
" world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
"\n"
" float world_shadow = newlight_compute_sun_shadow();\n"
+" float board_shadow = compute_board_shadow();\n"
"\n"
-" total_light += world_light * world_shadow;\n"
+" total_light += world_light * min( board_shadow, world_shadow );\n"
"\n"
" // Compute the other lights that exist in the map, not effected by the sun\n"
" // shadow\n"
+"\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"
+" light_positions[0].xyz,\n"
+" light_colours[0].rgb \n"
+" ) * board_shadow;\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"
+" light_positions[1].xyz,\n"
+" light_colours[1].rgb \n"
+" ) * board_shadow;\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"
+" light_positions[2].xyz,\n"
+" light_colours[2].rgb \n"
+" ) * board_shadow;\n"
"\n"
" return apply_fog( diffuse * total_light, 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"
" 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"
static GLuint _uniform_scene_standard_alphatest_uMdl;
static GLuint _uniform_scene_standard_alphatest_uPv;
static GLuint _uniform_scene_standard_alphatest_uPvmPrev;
+static GLuint _uniform_scene_standard_alphatest_uLightsArray;
static GLuint _uniform_scene_standard_alphatest_uTexGarbage;
static GLuint _uniform_scene_standard_alphatest_uTexMain;
static GLuint _uniform_scene_standard_alphatest_uBoard0;
_uniform_scene_standard_alphatest_uMdl = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uMdl" );
_uniform_scene_standard_alphatest_uPv = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPv" );
_uniform_scene_standard_alphatest_uPvmPrev = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPvmPrev" );
+ _uniform_scene_standard_alphatest_uLightsArray = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uLightsArray" );
_uniform_scene_standard_alphatest_uTexGarbage = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexGarbage" );
_uniform_scene_standard_alphatest_uTexMain = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexMain" );
_uniform_scene_standard_alphatest_uBoard0 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard0" );