X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=6678dea45b01e5387ea754a487ac23a203764b28;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=8be69c1bfa16eb9f4f69009b240ea22f82bc1061;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index 8be69c1..6678dea 100644 --- a/shaders/common_scene.glsl +++ b/shaders/common_scene.glsl @@ -4,13 +4,8 @@ in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; -flat in ivec4 light_indices; - -uniform samplerBuffer uLightsArray; -uniform usampler3D uLightsIndex; #include "common_world.glsl" -#include "light_clearskies.glsl" float sdLine( vec3 p, vec3 a, vec3 b ) { @@ -31,124 +26,7 @@ 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 rand33(vec3 p3) -{ - p3 = fract(p3 * vec3(.1031, .1030, .0973)); - p3 += dot(p3, p3.yxz+33.33); - return fract((p3.xxy + p3.yxx)*p3.zyx); -} - -vec3 scene_calculate_light( int light_index, - vec3 halfview, vec3 co, vec3 normal ) -{ - vec4 light_colour = texelFetch( uLightsArray, light_index+0 ); - vec4 light_co = texelFetch( uLightsArray, light_index+1 ); - vec4 light_dir = texelFetch( uLightsArray, light_index+2 ); - - vec3 light_delta = light_co.xyz-co; - float dist2 = dot(light_delta,light_delta); - - light_delta = normalize( light_delta ); - - float quadratic = dist2*100.0; - float attenuation = 1.0f/( 1.0f + quadratic ); - attenuation *= max( dot( light_delta, normal ), 0.0 ); - - float falloff = max( 0.0, 1.0-(dist2*light_co.w) ); - - if( light_dir.w < 0.999999 ) - { - float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ); - falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) ); - } - - return light_colour.rgb * attenuation * falloff; -} - -vec3 scene_calculate_packed_light_patch( uint packed_index, - vec3 halfview, vec3 co, vec3 normal ) +vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co ) { - uint light_count = packed_index & 0x3u; - - vec3 l = vec3(0.0); - - if( light_count >= 1u ) - { - int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u ); - int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u ); - int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u ); - - l += scene_calculate_light( index_0, halfview, co, normal ); - - if( light_count >= 2u ) - { - l += scene_calculate_light( index_1, halfview, co, normal ); - - if( light_count >= 3u ) - { - l += scene_calculate_light( index_2, halfview, co, normal ); - } - } - } - - return l; -} - -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 = vec3(0.0); - 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 += scene_lighting( wnormal, min( board_shadow, world_shadow ), - halfview, world ); - - vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz; - cube_coord = floor( cube_coord ); - - if( g_debug_indices == 1 ) - { - return rand33(cube_coord); - } - - if( g_debug_complexity == 1 ) - { - ivec3 coord = ivec3( cube_coord ); - uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); - - uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u); - return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 ); - } - - // FIXME: this should absolutely must be clamped! - - ivec3 coord = ivec3( cube_coord ); - uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); - - total_light += - scene_calculate_packed_light_patch( index_sample.x, - halfview, aWorldCo, wnormal ) - * board_shadow; - total_light += - scene_calculate_packed_light_patch( index_sample.y, - halfview, aWorldCo, wnormal ) - * board_shadow; - - vec3 fog_colour = scene_sky( -halfview, world ); - return scene_apply_fog( diffuse * total_light, fog_colour, fdist ); + return world_compute_lighting( diffuse, normal, co, compute_board_shadow() ); }