X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=2cf00b9878d0427d386964f645e99463f0fb60bd;hb=e61356f70eddb79f05d7b9e329e91963ec74f817;hp=c71f5e2dbb4dbbd3359be1afa933eaaf5ba6f1c3;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index c71f5e2..2cf00b9 100644 --- a/shaders/common_scene.glsl +++ b/shaders/common_scene.glsl @@ -4,10 +4,12 @@ in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; -flat in vec4 light_colours[3]; -flat in vec4 light_positions[3]; +flat in ivec4 light_indices; + +uniform samplerBuffer uLightsArray; #include "common_world.glsl" +#include "light_clearskies.glsl" float sdLine( vec3 p, vec3 a, vec3 b ) { @@ -28,47 +30,79 @@ float compute_board_shadow() return 1.0 - player_shadow*0.8; } +vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) +{ + float dist = pow(fdist*0.0010,0.78); + return mix( vfrag, colour, min( 1.0, dist ) ); +} + vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal ) { + world_info world; + scene_state( g_time, world ); + // Lighting vec3 halfview = uCamera - aWorldCo; float fdist = length(halfview); halfview /= fdist; - vec3 total_light = newlight_compute_ambient(); - - // Compute world lighting contribution and apply it according to the - // shadow map - // - vec3 world_light = newlight_compute_world_diffuse( wnormal ); - world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 ); + vec3 total_light = vec3(0.0); + - float world_shadow = newlight_compute_sun_shadow(); + float world_shadow = newlight_compute_sun_shadow( world.sun_dir + * (1.0/(max(world.sun_dir.y,0.0)+0.2)) ); float board_shadow = compute_board_shadow(); - total_light += world_light * min( board_shadow, world_shadow ); + total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), + halfview, world ); + + //total_light += scene_lighting_old( wnormal, world ); // Compute the other lights that exist in the map, not effected by the sun // shadow - total_light += newlight_compute_quadratic + // read lights + vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 ); + vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 ); + vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 ); + vec4 light_co_0 = texelFetch( uLightsArray, light_indices.x*3+1 ); + vec4 light_co_1 = texelFetch( uLightsArray, light_indices.y*3+1 ); + vec4 light_co_2 = texelFetch( uLightsArray, light_indices.z*3+1 ); + vec4 light_dir_0 = texelFetch( uLightsArray, light_indices.x*3+2 ); + vec4 light_dir_1 = texelFetch( uLightsArray, light_indices.y*3+2 ); + vec4 light_dir_2 = texelFetch( uLightsArray, light_indices.z*3+2 ); + + //return vec3(fract(distance(light_co_0.xyz,aWorldCo)), + // fract(distance(light_co_1.xyz,aWorldCo)), + // fract(distance(light_co_2.xyz,aWorldCo))); + + // return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125), + // fract(light_indices.z * 0.125 )); + + total_light += newlight_compute_spot ( wnormal, halfview, - light_positions[0].xyz, - light_colours[0].rgb + light_colour_0.rgb, + light_co_0.xyz, + light_dir_0 ) * board_shadow; - total_light += newlight_compute_quadratic + + total_light += newlight_compute_spot ( wnormal, halfview, - light_positions[1].xyz, - light_colours[1].rgb + light_colour_1.rgb, + light_co_1.xyz, + light_dir_1 ) * board_shadow; - total_light += newlight_compute_quadratic + total_light += newlight_compute_spot ( wnormal, halfview, - light_positions[2].xyz, - light_colours[2].rgb + light_colour_2.rgb, + light_co_2.xyz, + light_dir_2 ) * board_shadow; - return apply_fog( diffuse * total_light, fdist ); + vec3 fog_colour = scene_sky( -halfview, world ); + + return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); }