X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=0bc4e7b6bbcceb2471c9c31523dcd8b8d1d4a035;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=57b45411a1e924f7f581cd75b96c8784c3bfed1e;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 57b4541..0bc4e7b 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -16,9 +16,12 @@ layout (std140) uniform ub_world_lighting vec4 g_sunset_ambient; vec4 g_sun_colour; vec4 g_sun_dir; + vec4 g_board_0; + vec4 g_board_1; float g_water_fog; float g_time; + float g_realtime; float g_shadow_length; float g_shadow_spread; @@ -47,24 +50,19 @@ float world_depth_sample( vec3 pos ) float world_water_depth( vec3 pos ) { - vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; float ref_depth = g_water_plane.y*g_water_plane.w; - return texture( g_world_depth, depth_coord ).g - ref_depth; + return world_depth_sample( pos ) - ref_depth; } -float shadow_sample( vec3 vdir ) -{ - vec3 sample_pos = aWorldCo + vdir; - float height_sample = world_depth_sample( sample_pos ); +float shadow_sample( vec3 co ){ + float height_sample = world_depth_sample( co ); - float fdelta = height_sample - sample_pos.y; + float fdelta = height_sample - co.y; return clamp( fdelta, 0.2, 0.4 )-0.2; } -float newlight_compute_sun_shadow( vec3 dir ) -{ - if( g_shadow_samples == 0 ) - { +float newlight_compute_sun_shadow( vec3 co, vec3 dir ){ + if( g_shadow_samples == 0 ){ return 1.0; } @@ -72,15 +70,15 @@ float newlight_compute_sun_shadow( vec3 dir ) float flength = g_shadow_length; float famt = 0.0; - famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1); - famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2); - famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3); - famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4); + famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1); + famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2); + famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3); + famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4); - //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); - //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); - //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); - //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); + //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); + //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); + //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); + //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); return 1.0 - famt; } @@ -91,19 +89,11 @@ float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent ) return pow(max(dot( halfview, specdir ), 0.0), exponent); } -vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) -{ +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 ) { @@ -117,18 +107,18 @@ vec3 scene_calculate_light( int light_index, light_delta = normalize( light_delta ); float quadratic = dist2*100.0; - float attenuation = 1.0f/( 1.0f + quadratic ); + float attenuation = 1.0/( 1.0 + 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 ) - { + 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; + return light_colour.rgb * attenuation * falloff + * step( g_day_phase, light_colour.w ); } vec3 scene_calculate_packed_light_patch( uint packed_index, @@ -138,20 +128,17 @@ vec3 scene_calculate_packed_light_patch( uint packed_index, vec3 l = vec3(0.0); - if( light_count >= 1u ) - { + 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 ) - { + if( light_count >= 2u ){ l += scene_calculate_light( index_1, halfview, co, normal ); - if( light_count >= 3u ) - { + if( light_count >= 3u ){ l += scene_calculate_light( index_2, halfview, co, normal ); } } @@ -171,8 +158,8 @@ vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co, float fdist = length(halfview); halfview /= fdist; - float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz - * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); + float world_shadow = newlight_compute_sun_shadow( + co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); vec3 total_light = clearskies_lighting( normal, min( light_mask, world_shadow ), halfview );