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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index e9c08835bdb4794409a060e3f3beccd2ca96cba9..2cdc2719dbd6a5f8dc16fe5b82d03377dae5c3b1 100644 (file)
@@ -56,12 +56,15 @@ static struct vg_shader _shader_water = {
 "#line       1        1 \n"
 "layout (std140) uniform ub_world_lighting\n"
 "{\n"
-"   vec3 g_directional;\n"
-"   vec3 g_sun_colour;\n"
-"   vec3 g_shadow_colour;\n"
+"   vec4 g_light_colours[3];\n"
+"   vec4 g_light_directions[3];\n"
+"   vec4 g_ambient_colour;\n"
+"\n"
 "   vec4 g_water_plane;\n"
 "   vec4 g_depth_bounds;\n"
 "   float g_water_fog;\n"
+"   int g_light_count;\n"
+"   int g_light_preview;\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -71,15 +74,28 @@ static struct vg_shader _shader_water = {
 "\n"
 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
 "{\n"
-"   float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
-"   return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"   vec3 vtotal = g_ambient_colour.rgb;\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"
+"\n"
+"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+"      vtotal += vcolour*flight;\n"
+"   }\n"
+"\n"
+"   return vfrag * vtotal;\n"
 "}\n"
 "\n"
 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
 "{\n"
-"   vec3 specdir = reflect( -g_directional, wnormal );\n"
+"   vec3 vcolour = g_light_colours[0].rgb;\n"
+"   vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+"   vec3 specdir = reflect( -vdir, wnormal );\n"
 "   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-"   return vfrag + g_sun_colour*spec*fintensity;\n"
+"   return vfrag + vcolour*spec*fintensity;\n"
 "}\n"
 "\n"
 "float world_depth_sample( vec3 pos )\n"
@@ -97,7 +113,7 @@ static struct vg_shader _shader_water = {
 "   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
 "}\n"
 "\n"
-"vec3 do_light_shadowing( vec3 vfrag )\n"
+"vec3 do_light_shadowing_old( vec3 vfrag )\n"
 "{\n"
 "   float faccum = 0.0;\n"
 "   faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
@@ -108,9 +124,32 @@ static struct vg_shader _shader_water = {
 "   faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
 "   faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
 "   faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
-"   return mix( vfrag, g_shadow_colour, faccum );\n"
+"   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"vec3 do_light_shadowing( vec3 vfrag )\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"
+"\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"
+"   return mix( vfrag, g_ambient_colour.rgb, famt );\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"
 "#line     18        0 \n"
 "\n"