X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.h;h=f1c5af34368ff017a54d28f43935d47d905a7724;hb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;hp=f40c46147dc900a9f1c997f6338310ce962929c0;hpb=791f807111a1f740f745c67db642aa7a8bee56e8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index f40c461..f1c5af3 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -12,7 +12,6 @@ static struct vg_shader _shader_scene_depth = { "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec4 a_norm;\n" "layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in ivec4 a_lights;\n" "\n" "#line 1 1 \n" "const float k_motion_lerp_amount = 0.01;\n" @@ -32,7 +31,7 @@ static struct vg_shader _shader_scene_depth = { " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" "}\n" "\n" -"#line 7 0 \n" +"#line 6 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" @@ -43,8 +42,6 @@ static struct vg_shader _shader_scene_depth = { "out vec3 aCo;\n" "out vec3 aWorldCo;\n" "\n" -"flat out ivec4 light_indices;\n" -"\n" "void main()\n" "{\n" " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" @@ -59,8 +56,6 @@ static struct vg_shader _shader_scene_depth = { " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" -"\n" -" light_indices = a_lights;\n" "}\n" ""}, .fs = @@ -80,37 +75,127 @@ static struct vg_shader _shader_scene_depth = { "in vec4 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" -"flat in ivec4 light_indices;\n" -"\n" -"uniform samplerBuffer uLightsArray;\n" "\n" "#line 1 1 \n" "layout (location = 0) out vec4 oColour;\n" "\n" +"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n" "layout (std140) uniform ub_world_lighting\n" "{\n" -" vec4 g_light_colours[3];\n" -" vec4 g_light_directions[3];\n" -" vec4 g_ambient_colour;\n" +" vec4 g_cube_min;\n" +" vec4 g_cube_inv_range;\n" "\n" " vec4 g_water_plane;\n" " vec4 g_depth_bounds;\n" +"\n" +" vec4 g_daysky_colour;\n" +" vec4 g_nightsky_colour;\n" +" vec4 g_sunset_colour;\n" +" vec4 g_ambient_colour;\n" +" vec4 g_sunset_ambient;\n" +" vec4 g_sun_colour;\n" +" vec4 g_sun_dir;\n" +"\n" " float g_water_fog;\n" " float g_time;\n" -" int g_light_count;\n" +" float g_realtime;\n" +" float g_shadow_length;\n" +" float g_shadow_spread;\n" +"\n" +" float g_time_of_day;\n" +" float g_day_phase;\n" +" float g_sunset_phase;\n" +"\n" " int g_light_preview;\n" " int g_shadow_samples;\n" "\n" " int g_debug_indices;\n" " int g_debug_complexity;\n" -"\n" -" // g_time ?\n" -"\n" -" //vec4 g_point_light_positions[32];\n" -" //vec4 g_point_light_colours[32];\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" +"uniform samplerBuffer uLightsArray;\n" +"uniform usampler3D uLightsIndex;\n" +"\n" +"#line 1 1 \n" +"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n" +"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n" +"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n" +"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n" +"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n" +"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" +"\n" +"const float SUN_ANGLE = 0.0001;\n" +"const float PI = 3.14159265;\n" +"\n" +"//struct world_info\n" +"//{\n" +"// float time,\n" +"// time_of_day,\n" +"// day_phase,\n" +"// sunset_phase;\n" +"// \n" +"// vec3 sun_dir;\n" +"//};\n" +"\n" +"float luminance( vec3 v )\n" +"{\n" +" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n" +"}\n" +"\n" +"vec3 clearskies_ambient( vec3 dir )\n" +"{\n" +" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n" +" float sky_gradient = dir.y;\n" +" \n" +" /* Blend phase colours */\n" +" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n" +" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n" +" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n" +" \n" +" /* Add gradient */\n" +" ambient -= sky_gradient * luminance(ambient);\n" +" \n" +" return ambient;\n" +"}\n" +"\n" +"vec3 clearskies_sky( vec3 ray_dir )\n" +"{\n" +" ray_dir.y = abs( ray_dir.y );\n" +" vec3 sky_colour = clearskies_ambient( ray_dir );\n" +" \n" +" /* Sun */\n" +" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n" +" float sun_shape = pow( sun_size, 2000.0 );\n" +" 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" +" vec3 composite = sky_colour + sun_colour;\n" +" return composite;\n" +"}\n" +"\n" +"vec3 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" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \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" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -120,9 +205,8 @@ static struct vg_shader _shader_scene_depth = { "\n" "float world_water_depth( vec3 pos )\n" "{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" " float ref_depth = g_water_plane.y*g_water_plane.w;\n" -" return texture( g_world_depth, depth_coord ).g - ref_depth;\n" +" return world_depth_sample( pos ) - ref_depth;\n" "}\n" "\n" "float shadow_sample( vec3 vdir )\n" @@ -131,21 +215,7 @@ static struct vg_shader _shader_scene_depth = { " float height_sample = world_depth_sample( sample_pos );\n" "\n" " float fdelta = height_sample - sample_pos.y;\n" -" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" -"}\n" -"\n" -"vec3 apply_fog( vec3 vfrag, float fdist )\n" -"{\n" -" float dist = pow(fdist*0.0008,1.2);\n" -" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" -"}\n" -"\n" -"\n" -"// New lighting model\n" -"\n" -"vec3 newlight_compute_ambient()\n" -"{\n" -" return g_ambient_colour.rgb;\n" +" return clamp( fdelta, 0.2, 0.4 )-0.2;\n" "}\n" "\n" "float newlight_compute_sun_shadow( vec3 dir )\n" @@ -155,47 +225,21 @@ static struct vg_shader _shader_scene_depth = { " return 1.0;\n" " }\n" "\n" -" float fspread = g_light_colours[0].w;\n" -" vec3 vdir = dir;\n" -" float flength = g_light_directions[0].w;\n" +" float fspread = g_shadow_spread;\n" +" float flength = g_shadow_length;\n" "\n" " float famt = 0.0;\n" -" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n" -" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n" -" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n" -" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n" -" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" -" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" -" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" -" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" -"\n" -" return 1.0 - famt;\n" -"}\n" +" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" +" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" +" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" +" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" "\n" -"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" -"{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" +" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" +" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" +" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" +" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" "\n" -" for( int i=0; i= 1u ){\n" +" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" +" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" +" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" -"vec3 scene_sky( vec3 ray_dir, const world_info w )\n" -"{\n" -" ray_dir.y = abs( ray_dir.y );\n" -" vec3 sky_colour = scene_ambient( ray_dir, w );\n" -" \n" -" /* Sun */\n" -" float sun_theta = dot( ray_dir, w.sun_dir );\n" -" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n" -" float sun_shape = pow( sun_size, 2000.0 );\n" -" sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n" -" \n" -" vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n" -" sun_colour *= sun_shape;\n" -" \n" -" vec3 composite = sky_colour + sun_colour;\n" -" return composite;\n" -"}\n" +" l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n" -"{\n" -" return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n" -"}\n" +" if( light_count >= 2u ){\n" +" l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n" -"{\n" -" vec3 dir3 = vec3\n" -" (\n" -" cos(dir.y) * cos(dir.x),\n" -" sin(dir.x),\n" -" sin(dir.y) * cos(dir.x)\n" -" );\n" -"\n" -" float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n" -" \n" -" return flight * colour;\n" -"}\n" +" if( light_count >= 3u ){\n" +" l += scene_calculate_light( index_2, halfview, co, normal );\n" +" }\n" +" }\n" +" }\n" "\n" -"vec3 scene_lighting_old( vec3 normal, const world_info w )\n" -"{\n" -" vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );\n" -" vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );\n" -" vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );\n" -" \n" -" return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +\n" -" SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n" -" SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;\n" +" return l;\n" "}\n" "\n" -"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n" +"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" "{\n" -" float fresnel = 1.0 - abs(dot(normal,halfview));\n" +" if( g_light_preview == 1 )\n" +" diffuse = vec3(0.75);\n" "\n" -" vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n" -" vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n" -" * w.day_phase;\n" -"\n" -" float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n" -"\n" -" vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n" -"\n" -" return ambient + (light_sun + sky_reflection) * shadow;\n" +" // Lighting\n" +" vec3 halfview = uCamera - co;\n" +" float fdist = length(halfview);\n" +" halfview /= fdist;\n" "\n" +" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n" +" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" "\n" +" vec3 total_light = 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" -" float sun_theta = dot( normal, w.sun_dir );\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" -" float softness_min = 0.5;\n" -" float softness = softness_min + w.sunset_phase * (1.0-softness_min);\n" -" float light_min = 0.0 * w.day_phase;\n" -" float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n" -" light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n" -" \n" -" float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n" -" light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n" -" \n" -" vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n" -" vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n" -" \n" -" float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n" -" * 0.2 * shadow * w.day_phase;\n" +" // FIXME: this coord should absolutely must be clamped!\n" " \n" -" return mix(dark_colour, light_colour, light_direct) + \n" -" spec +\n" -" dark_colour * light_bounce;\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" -"void scene_state( float world_time, out world_info w )\n" -"{\n" -" w.time = world_time;\n" -" w.time_of_day = fract( w.time );\n" -" w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;\n" -" w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n" -" w.sunset_phase = pow( w.sunset_phase, 6.0 );\n" -" \n" -" float a = w.time_of_day * PI * 2.0;\n" -" w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );\n" +" fog_colour += sun_colour;\n" +" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"\n" -"#line 13 0 \n" +"#line 9 0 \n" "\n" "float sdLine( vec3 p, vec3 a, vec3 b )\n" "{\n" @@ -402,103 +397,9 @@ static struct vg_shader _shader_scene_depth = { " return 1.0 - player_shadow*0.8;\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n" +"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n" "{\n" -" float dist = pow(fdist*0.0010,0.78);\n" -" return mix( vfrag, colour, min( 1.0, dist ) );\n" -"}\n" -"\n" -"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n" -"{\n" -" world_info world;\n" -" scene_state( g_time, world );\n" -"\n" -" // Lighting\n" -" vec3 halfview = uCamera - aWorldCo;\n" -" float fdist = length(halfview);\n" -" halfview /= fdist;\n" -"\n" -" vec3 total_light = vec3(0.0);\n" -"\n" -"\n" -" float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n" -" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n" -" float board_shadow = compute_board_shadow();\n" -"\n" -" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n" -" halfview, world );\n" -"\n" -" //total_light += scene_lighting_old( wnormal, world );\n" -"\n" -" // Compute the other lights that exist in the map, not effected by the sun\n" -" // shadow\n" -"\n" -" // read lights\n" -" vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 );\n" -" vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 );\n" -" vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 );\n" -" vec4 light_co_0 = texelFetch( uLightsArray, light_indices.x*3+1 );\n" -" vec4 light_co_1 = texelFetch( uLightsArray, light_indices.y*3+1 );\n" -" vec4 light_co_2 = texelFetch( uLightsArray, light_indices.z*3+1 );\n" -" vec4 light_dir_0 = texelFetch( uLightsArray, light_indices.x*3+2 );\n" -" vec4 light_dir_1 = texelFetch( uLightsArray, light_indices.y*3+2 );\n" -" vec4 light_dir_2 = texelFetch( uLightsArray, light_indices.z*3+2 );\n" -"\n" -" if( g_debug_indices == 1 )\n" -" {\n" -" float rings = min( fract(distance(light_co_0.xyz,aWorldCo)),\n" -" min( fract(distance(light_co_1.xyz,aWorldCo)),\n" -" fract(distance(light_co_2.xyz,aWorldCo)) ) \n" -" );\n" -" \n" -" return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125),\n" -" fract(light_indices.z * 0.125 )) + (rings-0.5) * 0.25;\n" -" }\n" -"\n" -" if( g_debug_complexity == 1 )\n" -" {\n" -" return vec3(1.0,0.0,0.0) * ( light_indices.w/3.0 );\n" -" }\n" -"\n" -" if( light_indices.w >= 1 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_0.rgb,\n" -" light_co_0.xyz,\n" -" light_dir_0\n" -" ) * board_shadow \n" -" * step( world.day_phase, light_colour_0.w );\n" -"\n" -" if( light_indices.w >= 2 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_1.rgb,\n" -" light_co_1.xyz,\n" -" light_dir_1\n" -" ) * board_shadow\n" -" * step( world.day_phase, light_colour_1.w );\n" -"\n" -" if( light_indices.w >= 3 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_2.rgb,\n" -" light_co_2.xyz,\n" -" light_dir_2\n" -" ) * board_shadow\n" -" * step( world.day_phase, light_colour_2.w );\n" -" }\n" -" }\n" -" }\n" -"\n" -" vec3 fog_colour = scene_sky( -halfview, world );\n" -" \n" -" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" +" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" "#line 8 0 \n" @@ -531,8 +432,9 @@ static GLuint _uniform_scene_depth_uPvmPrev; static GLuint _uniform_scene_depth_uCamera; static GLuint _uniform_scene_depth_uBoard0; static GLuint _uniform_scene_depth_uBoard1; -static GLuint _uniform_scene_depth_uLightsArray; static GLuint _uniform_scene_depth_g_world_depth; +static GLuint _uniform_scene_depth_uLightsArray; +static GLuint _uniform_scene_depth_uLightsIndex; static void shader_scene_depth_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_scene_depth_uMdl,1,GL_FALSE,(float*)m); } @@ -565,7 +467,8 @@ static void shader_scene_depth_link(void){ _uniform_scene_depth_uCamera = glGetUniformLocation( _shader_scene_depth.id, "uCamera" ); _uniform_scene_depth_uBoard0 = glGetUniformLocation( _shader_scene_depth.id, "uBoard0" ); _uniform_scene_depth_uBoard1 = glGetUniformLocation( _shader_scene_depth.id, "uBoard1" ); - _uniform_scene_depth_uLightsArray = glGetUniformLocation( _shader_scene_depth.id, "uLightsArray" ); _uniform_scene_depth_g_world_depth = glGetUniformLocation( _shader_scene_depth.id, "g_world_depth" ); + _uniform_scene_depth_uLightsArray = glGetUniformLocation( _shader_scene_depth.id, "uLightsArray" ); + _uniform_scene_depth_uLightsIndex = glGetUniformLocation( _shader_scene_depth.id, "uLightsIndex" ); } #endif /* SHADER_scene_depth_H */