X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=76658f2151aa1176439cea0d1489673131037d9d;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=91dc6a19cf7116cae9b1a1e5a110418ab4dbc1ae;hpb=791f807111a1f740f745c67db642aa7a8bee56e8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index 91dc6a1..76658f2 100644 --- a/shaders/common_scene.glsl +++ b/shaders/common_scene.glsl @@ -4,12 +4,8 @@ in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; -flat in ivec4 light_indices; - -uniform samplerBuffer uLightsArray; #include "common_world.glsl" -#include "light_clearskies.glsl" float sdLine( vec3 p, vec3 a, vec3 b ) { @@ -23,108 +19,15 @@ float sdLine( vec3 p, vec3 a, vec3 b ) float compute_board_shadow() { // player shadow - float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 ); + float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz, + g_board_1.xyz )-0.1 ); float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 ); player_shadow *= player_shadow*player_shadow*player_shadow; return 1.0 - player_shadow*0.8; } -vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) +vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co ) { - 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 = 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 ); - - //total_light += scene_lighting_old( wnormal, world ); - - // Compute the other lights that exist in the map, not effected by the sun - // shadow - - // 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 ); - - if( g_debug_indices == 1 ) - { - float rings = min( fract(distance(light_co_0.xyz,aWorldCo)), - min( 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 )) + (rings-0.5) * 0.25; - } - - if( g_debug_complexity == 1 ) - { - return vec3(1.0,0.0,0.0) * ( light_indices.w/3.0 ); - } - - if( light_indices.w >= 1 ) - { - total_light += newlight_compute_spot - ( - wnormal, halfview, - light_colour_0.rgb, - light_co_0.xyz, - light_dir_0 - ) * board_shadow - * step( world.day_phase, light_colour_0.w ); - - if( light_indices.w >= 2 ) - { - total_light += newlight_compute_spot - ( - wnormal, halfview, - light_colour_1.rgb, - light_co_1.xyz, - light_dir_1 - ) * board_shadow - * step( world.day_phase, light_colour_1.w ); - - if( light_indices.w >= 3 ) - { - total_light += newlight_compute_spot - ( - wnormal, halfview, - light_colour_2.rgb, - light_co_2.xyz, - light_dir_2 - ) * board_shadow - * step( world.day_phase, light_colour_2.w ); - } - } - } - - 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() ); }