X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_board_view.h;h=a131124b6c08bb9d5184319a9c4687053aa54654;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=2d40352589aa899ac6d19b8ac61eb878490194e4;hpb=1a7f4a35e88698bdb45c90f646f1645589d5511c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h index 2d40352..a131124 100644 --- a/shaders/model_board_view.h +++ b/shaders/model_board_view.h @@ -460,13 +460,94 @@ static struct vg_shader _shader_model_board_view = { "\n" "#line 13 0 \n" "\n" +"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n" +"{\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" +"\n" +" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" +" g_sunset_phase );\n" +"\n" +"\n" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n" +" * g_sun_colour.rgb * g_day_phase;\n" +"\n" +" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" +" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" +" g_sunset_phase );\n" +"\n" +" return ambient + (light_sun + sky_reflection) * shadow;\n" +"}\n" +"\n" +"vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" +"{\n" +" if( g_light_preview == 1 )\n" +" diffuse = vec3(0.75);\n" +"\n" +" // Lighting\n" +" vec3 halfview = uCamera - co;\n" +" float fdist = length(halfview);\n" +" halfview /= fdist;\n" +"\n" +" float world_shadow = newlight_compute_sun_shadow( \n" +" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" +"\n" +" vec3 total_light = character_clearskies_lighting( \n" +" normal, min( light_mask, world_shadow ), halfview );\n" +"\n" +" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" +" cube_coord = floor( cube_coord );\n" +"\n" +" if( g_debug_indices == 1 )\n" +" {\n" +" return rand33(cube_coord);\n" +" }\n" +"\n" +" if( g_debug_complexity == 1 )\n" +" {\n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n" +" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n" +" }\n" +"\n" +" // FIXME: this coord should absolutely must be clamped!\n" +" \n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.x,\n" +" halfview, co, normal ) \n" +" * light_mask;\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.y,\n" +" halfview, co, normal )\n" +" * light_mask;\n" +"\n" +" // Take a section of the sky function to give us a matching fog colour\n" +"\n" +" vec3 fog_colour = clearskies_ambient( -halfview );\n" +" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n" +" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" +"\n" +" fog_colour += sun_colour;\n" +" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" +"}\n" +"\n" "void main(){\n" " depth_compare_dither();\n" " compute_motion_vectors();\n" "\n" " vec3 qnorm = aNorm;\n" " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n" -" vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n" +" vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n" "\n" " float dist = distance( aWorldCo, uCamera ) - 0.08;\n" " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"