"\n"
"#line 18 0 \n"
"\n"
+"// Pasted from common_world.glsl\n"
+"vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" float light_mask = compute_board_shadow();\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 = 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"
+" return diffuse * total_light;\n"
+"}\n"
+"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above, vec4 dudva )\n"
"{\n"
"\n"
" vec4 surf = mix( vec4(surface_tint,depthblend), \n"
" vec4(1.0,1.0,1.0,0.5), fband );\n"
-" surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
+" surf.rgb = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
" surf.rgb = mix(surf.rgb, above.rgb, ffresnel );\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\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"
+" surf.rgb = scene_apply_fog( surf.rgb, fog_colour, \n"
+" distance(uCamera, aWorldCo) );\n"
+"\n"
" return surf;\n"
"}\n"
"\n"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
+// Pasted from common_world.glsl
+vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )
+{
+ float light_mask = compute_board_shadow();
+
+ if( g_light_preview == 1 )
+ diffuse = vec3(0.75);
+
+ // Lighting
+ vec3 halfview = uCamera - co;
+ float fdist = length(halfview);
+ halfview /= fdist;
+
+ 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 );
+
+ vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;
+ cube_coord = floor( cube_coord );
+
+ if( g_debug_indices == 1 )
+ {
+ return rand33(cube_coord);
+ }
+
+ if( g_debug_complexity == 1 )
+ {
+ ivec3 coord = ivec3( cube_coord );
+ uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+ uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
+ return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
+ }
+
+ // FIXME: this coord should absolutely must be clamped!
+
+ ivec3 coord = ivec3( cube_coord );
+ uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+ total_light +=
+ scene_calculate_packed_light_patch( index_sample.x,
+ halfview, co, normal )
+ * light_mask;
+ total_light +=
+ scene_calculate_packed_light_patch( index_sample.y,
+ halfview, co, normal )
+ * light_mask;
+
+ return diffuse * total_light;
+}
+
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
vec4 beneath, vec4 above, vec4 dudva )
{
vec4 surf = mix( vec4(surface_tint,depthblend),
vec4(1.0,1.0,1.0,0.5), fband );
- surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );
+ surf.rgb = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );
surf.rgb = mix(surf.rgb, above.rgb, ffresnel );
+
+ // Take a section of the sky function to give us a matching fog colour
+ vec3 fog_colour = clearskies_ambient( -halfview );
+ float sun_theta = dot( -halfview, g_sun_dir.xyz );
+ float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );
+ float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;
+
+ vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
+ sun_colour *= sun_shape;
+
+ fog_colour += sun_colour;
+ surf.rgb = scene_apply_fog( surf.rgb, fog_colour,
+ distance(uCamera, aWorldCo) );
+
return surf;
}