X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=91dc6a19cf7116cae9b1a1e5a110418ab4dbc1ae;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=4a78fbcf01ca8a721a055dfb21a4b758b52dcb58;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index 4a78fbc..91dc6a1 100644 --- a/shaders/common_scene.glsl +++ b/shaders/common_scene.glsl @@ -1,46 +1,130 @@ // :D +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 ) +{ + vec3 pa = p - a; + vec3 ba = b - a; + + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); + return length( pa - ba*h ); +} + +float compute_board_shadow() +{ + // player shadow + float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-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 ) +{ + 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 * 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 - ( - wnormal, halfview, - g_point_light_positions[ aLights.x ].xyz, - g_point_light_colours[ aLights.x ].rgb - ); - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - g_point_light_positions[ aLights.y ].xyz, - g_point_light_colours[ aLights.y ].rgb - ); - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - g_point_light_positions[ aLights.z ].xyz, - g_point_light_colours[ aLights.z ].rgb - ); - - return apply_fog( diffuse * total_light, fdist ); + + // 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 ); }