X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_scene.glsl;h=91dc6a19cf7116cae9b1a1e5a110418ab4dbc1ae;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=c71f5e2dbb4dbbd3359be1afa933eaaf5ba6f1c3;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_scene.glsl b/shaders/common_scene.glsl index c71f5e2..91dc6a1 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 +30,101 @@ 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 - ( - wnormal, halfview, - light_positions[0].xyz, - light_colours[0].rgb - ) * board_shadow; - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - light_positions[1].xyz, - light_colours[1].rgb - ) * board_shadow; - total_light += newlight_compute_quadratic - ( - wnormal, halfview, - light_positions[2].xyz, - light_colours[2].rgb - ) * board_shadow; - - 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 ); }