stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
index dfba719da96e4dc9e4a59ac110c209f7808a3650..a62842adb3fab234de5d81b4ddddfc1f4698ed51 100644 (file)
@@ -7,11 +7,11 @@ static struct vg_shader _shader_scene_water = {
    .link = shader_scene_water_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"
 "layout (location=2) in vec2  a_uv;\n"
-"layout (location=3) in ivec4 a_lights;\n"
 "\n"
 "#line       1        1 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
@@ -31,19 +31,16 @@ static struct vg_shader _shader_scene_water = {
 "   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
 "}\n"
 "\n"
-"#line      7        0 \n"
+"#line      6        0 \n"
 "\n"
 "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 vec4 light_colours[3];\n"
-"flat out vec4 light_positions[3];\n"
 "\n"
 "void main()\n"
 "{\n"
@@ -59,18 +56,11 @@ static struct vg_shader _shader_scene_water = {
 "   aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
 "   aCo = a_co;\n"
 "   aWorldCo = world_pos0;\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 = 
 {
+.orig_file = "shaders/scene_water.fs",
 .static_src = 
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexDudv;\n"
@@ -93,32 +83,127 @@ static struct vg_shader _shader_scene_water = {
 "in vec4 aNorm;\n"
 "in vec3 aCo;\n"
 "in vec3 aWorldCo;\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"
 "\n"
+"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
 "layout (std140) uniform ub_world_lighting\n"
 "{\n"
-"   vec4 g_light_colours[3];\n"
-"   vec4 g_light_directions[3];\n"
-"   vec4 g_ambient_colour;\n"
+"   vec4 g_cube_min;\n"
+"   vec4 g_cube_inv_range;\n"
 "\n"
 "   vec4 g_water_plane;\n"
 "   vec4 g_depth_bounds;\n"
+"\n"
+"   vec4 g_daysky_colour;\n"
+"   vec4 g_nightsky_colour;\n"
+"   vec4 g_sunset_colour;\n"
+"   vec4 g_ambient_colour;\n"
+"   vec4 g_sunset_ambient;\n"
+"   vec4 g_sun_colour;\n"
+"   vec4 g_sun_dir;\n"
+"\n"
 "   float g_water_fog;\n"
-"   int g_light_count;\n"
+"   float g_time;\n"
+"   float g_realtime;\n"
+"   float g_shadow_length;\n"
+"   float g_shadow_spread;\n"
+"\n"
+"   float g_time_of_day;\n"
+"   float g_day_phase;\n"
+"   float g_sunset_phase;\n"
+"\n"
 "   int g_light_preview;\n"
 "   int g_shadow_samples;\n"
 "\n"
-"   // g_time ?\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"
 "\n"
 "uniform sampler2D g_world_depth;\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
+"\n"
+"#line       1        1 \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 );\n"
+"\n"
+"const float SUN_ANGLE       = 0.0001;\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 clearskies_ambient( vec3 dir )\n"
+"{\n"
+"   float sun_azimuth  = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
+"   float sky_gradient = dir.y;\n"
+"   \n"
+"   /* Blend phase colours */\n"
+"   vec3 ambient  = g_daysky_colour.rgb   * (g_day_phase-g_sunset_phase*0.1);\n"
+"        ambient += g_sunset_colour.rgb   * (1.0-dir.y*0.5)*sun_azimuth;\n"
+"        ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
+"   \n"
+"   /* Add gradient */\n"
+"        ambient -= sky_gradient * luminance(ambient);\n"
+"        \n"
+"   return ambient;\n"
+"}\n"
+"\n"
+"vec3 clearskies_sky( vec3 ray_dir )\n"
+"{\n"
+"   ray_dir.y = abs( ray_dir.y );\n"
+"   vec3 sky_colour  = clearskies_ambient( ray_dir );\n"
+"   \n"
+"   /* Sun */\n"
+"   float sun_theta  = dot( ray_dir, g_sun_dir.xyz );\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(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"
+"   vec3 composite   = sky_colour + sun_colour;\n"
+"   return composite;\n"
+"}\n"
+"\n"
+"vec3 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"
+"   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"
+"\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"
+"#line     42        0 \n"
 "\n"
 "float world_depth_sample( vec3 pos )\n"
 "{\n"
@@ -128,9 +213,8 @@ static struct vg_shader _shader_scene_water = {
 "\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"
+"   return world_depth_sample( pos ) - ref_depth;\n"
 "}\n"
 "\n"
 "float shadow_sample( vec3 vdir )\n"
@@ -139,86 +223,168 @@ static struct vg_shader _shader_scene_water = {
 "   float height_sample = world_depth_sample( sample_pos );\n"
 "\n"
 "   float fdelta = height_sample - sample_pos.y;\n"
-"   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"   return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
 "}\n"
 "\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-"   float dist = pow(fdist*0.0008,1.2);\n"
-"   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\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"
 "      return 1.0;\n"
 "   }\n"
 "\n"
-"   float fspread = g_light_colours[0].w;\n"
-"   vec3  vdir = g_light_directions[0].xyz;\n"
-"   float flength = g_light_directions[0].w;\n"
+"   float fspread = g_shadow_spread;\n"
+"   float flength = g_shadow_length;\n"
 "\n"
 "   float famt = 0.0;\n"
-"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\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"
+"   famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+"   famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+"   famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+"   famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+"   //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+"   //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+"   //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   return 1.0 - famt;\n"
 "}\n"
 "\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
 "{\n"
-"   vec3 vtotal = g_ambient_colour.rgb;\n"
+"   vec3 specdir = reflect( -dir, wnormal );\n"
+"   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
 "\n"
-"   for( int i=0; i<g_light_count; i++ )\n"
-"   {\n"
-"      vec3 vcolour = g_light_colours[i].rgb;\n"
-"      vec3 vdir = g_light_directions[i].xyz;\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 flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-"      vtotal += vcolour*flight;\n"
+"   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+"   if( light_dir.w < 0.999999 ){\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 vtotal;\n"
+"   return light_colour.rgb * attenuation * falloff \n"
+"            * step( g_day_phase, light_colour.w );\n"
 "}\n"
 "\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+"                                         vec3 halfview, vec3 co, vec3 normal )\n"
 "{\n"
-"   vec3 vcolour = g_light_colours[0].rgb;\n"
-"   vec3 vdir = g_light_directions[0].xyz;\n"
+"   uint light_count = packed_index & 0x3u;\n"
+"\n"
+"   vec3 l = vec3(0.0);\n"
+"\n"
+"   if( light_count >= 1u ){\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"
+"         l += scene_calculate_light( index_1, halfview, co, normal );\n"
 "\n"
-"   vec3 specdir = reflect( -vdir, wnormal );\n"
-"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-"   return vcolour*spec*fintensity;\n"
+"         if( light_count >= 3u ){\n"
+"            l += scene_calculate_light( index_2, halfview, co, normal );\n"
+"         }\n"
+"      }\n"
+"   }\n"
+"\n"
+"   return l;\n"
 "}\n"
 "\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-"                                 vec3 light_pos, vec3 light_colour )\n"
+"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+"                             float light_mask )\n"
 "{\n"
-"   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\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( g_sun_dir.xyz \n"
+"                                    * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+"   vec3 total_light = clearskies_lighting( \n"
+"                           normal, min( light_mask, world_shadow ), halfview );\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"
+"   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"
-"   return light_colour*attenuation;\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"
-"#line     11        0 \n"
+"#line      9        0 \n"
 "\n"
 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
 "{\n"
@@ -239,49 +405,9 @@ static struct vg_shader _shader_scene_water = {
 "   return 1.0 - player_shadow*0.8;\n"
 "}\n"
 "\n"
-"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
+"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\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"
-"   \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"
-"   float board_shadow = compute_board_shadow();\n"
-"\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"
-"                     light_positions[0].xyz,\n"
-"                     light_colours[0].rgb \n"
-"                  ) * board_shadow;\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     light_positions[1].xyz,\n"
-"                     light_colours[1].rgb \n"
-"                  ) * board_shadow;\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     light_positions[2].xyz,\n"
-"                     light_colours[2].rgb \n"
-"                  ) * board_shadow;\n"
-"\n"
-"   return apply_fog( diffuse * total_light, fdist );\n"
+"   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
 "#line     16        0 \n"
@@ -335,7 +461,7 @@ static struct vg_shader _shader_scene_water = {
 "   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
 "   \n"
 "   // Surface colour composite\n"
-"   float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
+"   float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
 "\n"
 "   vec2 world_coord = aCo.xz * 0.008;\n"
 "   vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
@@ -363,6 +489,7 @@ static struct vg_shader _shader_scene_water = {
 "   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
 "   vsurface.a -= fdist;\n"
 "   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"   oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
 "}\n"
 ""},
 };
@@ -370,7 +497,6 @@ static struct vg_shader _shader_scene_water = {
 static GLuint _uniform_scene_water_uMdl;
 static GLuint _uniform_scene_water_uPv;
 static GLuint _uniform_scene_water_uPvmPrev;
-static GLuint _uniform_scene_water_uLightsArray;
 static GLuint _uniform_scene_water_uTexMain;
 static GLuint _uniform_scene_water_uTexDudv;
 static GLuint _uniform_scene_water_uTexBack;
@@ -383,6 +509,8 @@ static GLuint _uniform_scene_water_uBoard1;
 static GLuint _uniform_scene_water_uShoreColour;
 static GLuint _uniform_scene_water_uOceanColour;
 static GLuint _uniform_scene_water_g_world_depth;
+static GLuint _uniform_scene_water_uLightsArray;
+static GLuint _uniform_scene_water_uLightsIndex;
 static void shader_scene_water_uMdl(m4x3f m){
    glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(float*)m);
 }
@@ -436,7 +564,6 @@ static void shader_scene_water_link(void){
    _uniform_scene_water_uMdl = glGetUniformLocation( _shader_scene_water.id, "uMdl" );
    _uniform_scene_water_uPv = glGetUniformLocation( _shader_scene_water.id, "uPv" );
    _uniform_scene_water_uPvmPrev = glGetUniformLocation( _shader_scene_water.id, "uPvmPrev" );
-   _uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
    _uniform_scene_water_uTexMain = glGetUniformLocation( _shader_scene_water.id, "uTexMain" );
    _uniform_scene_water_uTexDudv = glGetUniformLocation( _shader_scene_water.id, "uTexDudv" );
    _uniform_scene_water_uTexBack = glGetUniformLocation( _shader_scene_water.id, "uTexBack" );
@@ -449,5 +576,7 @@ static void shader_scene_water_link(void){
    _uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
    _uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
    _uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
+   _uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
+   _uniform_scene_water_uLightsIndex = glGetUniformLocation( _shader_scene_water.id, "uLightsIndex" );
 }
 #endif /* SHADER_scene_water_H */