('ent_miniworld', 'Mini World', '', 22 )
]
-MDL_VERSION_NR = 103
+MDL_VERSION_NR = 104
SR_TRIGGERABLE = [ 'ent_audio', 'ent_ccmd', 'ent_gate', 'ent_challenge', \
'ent_relay', 'ent_skateshop', 'ent_objective', 'ent_route',\
'ent_miniworld' ]
_fields_ = [("pstr_name",c_uint32),
("pstr_author",c_uint32), # unused
("pstr_desc",c_uint32), # unused
- ("timezone",c_float)]
+ ("timezone",c_float),
+ ("pstr_skybox",c_uint32)]
#}
class ent_ccmd(Structure):
worldinfo.pstr_author = sr_compile_string( obj_data.author )
worldinfo.pstr_desc = sr_compile_string( obj_data.desc )
worldinfo.timezone = obj_data.timezone
+ worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox )
sr_ent_push( worldinfo )
#}
elif ent_type == 'ent_ccmd':#{
desc: bpy.props.StringProperty(name="Description")
author: bpy.props.StringProperty(name="Author")
timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)")
+ skybox: bpy.props.StringProperty(name="Skybox")
#}
class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup):
/* Models */
_S( "model_sky", "model.vs", "model_sky.fs" );
+ _S( "model_sky_space", "model.vs", "model_sky_space.fs" );
_S( "model_menu", "model.vs", "model_menu.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
if( miniworld->purpose == k_world_purpose_invalid )
return;
+ world_instance *dest_world = &world_static.instances[miniworld->purpose];
+
+
m4x3f mmdl;
mdl_transform_m4x3( &miniworld->transform, mmdl );
- render_world_override( &world_static.instances[miniworld->purpose], mmdl );
+ render_world_override( dest_world, host_world, mmdl );
//render_world_routes( , &skaterift.cam, 1 );
}
#include "entity.h"
struct {
- u32 active_id; /* TODO: world references in entity ID */
+ u32 active_id;
}
static global_miniworld;
};
static u32 mdl_entity_id_type( u32 entity_id ){
- return (entity_id & 0xffff0000) >> 16;
+ return (entity_id & 0x0fff0000) >> 16;
}
static u32 mdl_entity_id_id( u32 entity_id ){
struct ent_worldinfo{
u32 pstr_name, pstr_author, pstr_desc;
f32 timezone;
+ u32 pstr_skybox;
};
static ent_marker *ent_find_marker( mdl_context *mdl,
#include "skaterift.h"
#define MDL_VERSION_MIN 101
-#define MDL_VERSION_NR 103
+#define MDL_VERSION_NR 104
enum mdl_shader{
k_shader_standard = 0,
#include "network.h"
#include "network_common.h"
#include "world_routes.h"
+#include "ent_miniworld.h"
static int localplayer_cmd_respawn( int argc, const char *argv[] ){
ent_spawn *rp = NULL, *r;
world_static.focused_entity = 0;
world_static.active_trigger_volume_count = 0;
world_static.last_use = 0.0;
+ global_miniworld.active_id = 0;
world_entity_unfocus();
localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
vg_strcat( &text, "home" );
}
+#if 0
static void respawn_chooser_shader_uniforms(void){
v4f uPlayerPos, uSpawnPos;
v4_zero( uPlayerPos );
shader_scene_override_uPlayerPos( uPlayerPos );
shader_scene_override_uSpawnPos( uSpawnPos );
}
+#endif
#endif /* RESPAWN_C */
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 )
{
//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );
const float SUN_ANGLE = 0.0001;
-const float PI = 3.14159265;
+const float PI = 3.14159265358979323846264;
//struct world_info
//{
// vec3 sun_dir;
//};
+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);
+}
+
+float stars( vec3 rd, float rr, float size ){
+ vec3 co = rd * rr;
+
+ float a = atan(co.y, length(co.xz)) + 4.0 * PI;
+
+ float spaces = 1.0 / rr;
+ size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;
+ a -= mod(a, spaces) - spaces * 0.5;
+
+ float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);
+
+ float plane = atan(co.z, co.x) + 4.0 * PI;
+ plane = plane - mod(plane, PI / count);
+
+ vec2 delta = rand33(vec3(plane, a, 0.0)).xy;
+
+ float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;
+ float ydist = sqrt(rr * rr - level * level);
+ float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);
+ vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);
+ float star = smoothstep(size, 0.0, distance(center, co));
+ return star;
+}
+
float luminance( vec3 v )
{
return dot( v, vec3(0.2126, 0.7152, 0.0722) );
vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
sun_colour *= sun_shape;
+
+
+ float star = 0.0;
+ float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));
+
+ if( star_blend > 0.001 ){
+ for( float j = 1.0; j <= 4.1; j += 1.0 ){
+ float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));
+ star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));
+ }
+ }
- vec3 composite = sky_colour + sun_colour;
+ vec3 composite = sky_colour + sun_colour + star*star_blend;
return composite;
}
"//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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
--- /dev/null
+uniform sampler2D uTexGarbage;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+
+// Spooky!
+const vec3 uCamera = vec3(0.0);
+
+#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
+
+float stars1( vec3 rd, float rr, float size ){
+ vec3 co = rd * rr;
+
+ float a = atan(co.y, length(co.xz)) + 4.0 * PI;
+
+ float spaces = 1.0 / rr;
+ size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;
+ a -= mod(a, spaces) - spaces * 0.5;
+
+ float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);
+
+ float plane = atan(co.z, co.x) + 4.0 * PI;
+ plane = plane - mod(plane, PI / count);
+
+ vec2 delta = rand33(vec3(plane, a, 0.0)).xy;
+
+ float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;
+ float ydist = sqrt(rr * rr - level * level);
+ float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);
+ vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);
+ float star = smoothstep(size, 0.0, distance(center, co));
+ return star;
+}
+
+void main(){
+ compute_motion_vectors();
+
+ vec3 rd = -normalize(aNorm);
+
+ float star = 0.0;
+ for( float j = 1.0; j <= 4.1; j += 1.0 ){
+ float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));
+ star += stars( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));
+ }
+
+ oColour = vec4( vec3(star*20.0), 1.0);
+}
--- /dev/null
+#ifndef SHADER_model_sky_space_H
+#define SHADER_model_sky_space_H
+static void shader_model_sky_space_link(void);
+static void shader_model_sky_space_register(void);
+static struct vg_shader _shader_model_sky_space = {
+ .name = "model_sky_space",
+ .link = shader_model_sky_space_link,
+ .vs =
+{
+.orig_file = "shaders/model.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in vec4 a_colour;\n"
+"layout (location=4) in vec4 a_weights;\n"
+"layout (location=5) in ivec4 a_groups;\n"
+"\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+" aWorldCo = world_pos0;\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/model_sky_space.fs",
+.static_src =
+"uniform sampler2D uTexGarbage;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"// Spooky!\n"
+"const vec3 uCamera = vec3(0.0);\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_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"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
+"\n"
+" float g_water_fog;\n"
+" float g_time;\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"
+"\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 = 3.14159265358979323846264;\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"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\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 44 0 \n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
+"\n"
+" float fdelta = height_sample - co.y;\n"
+" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 ){\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 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"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u ){\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u ){\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
+"vec3 world_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 = 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"
+"#line 13 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+" // Write motion vectors\n"
+" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 14 0 \n"
+"\n"
+"float stars1( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
+"void main(){\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 rd = -normalize(aNorm);\n"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
+"\n"
+" oColour = vec4( vec3(star*20.0), 1.0);\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_model_sky_space_uMdl;
+static GLuint _uniform_model_sky_space_uPv;
+static GLuint _uniform_model_sky_space_uPvmPrev;
+static GLuint _uniform_model_sky_space_uTexGarbage;
+static GLuint _uniform_model_sky_space_g_world_depth;
+static GLuint _uniform_model_sky_space_uLightsArray;
+static GLuint _uniform_model_sky_space_uLightsIndex;
+static void shader_model_sky_space_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_model_sky_space_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_model_sky_space_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_model_sky_space_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_model_sky_space_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_model_sky_space_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_model_sky_space_uTexGarbage(int i){
+ glUniform1i(_uniform_model_sky_space_uTexGarbage,i);
+}
+static void shader_model_sky_space_g_world_depth(int i){
+ glUniform1i(_uniform_model_sky_space_g_world_depth,i);
+}
+static void shader_model_sky_space_register(void){
+ vg_shader_register( &_shader_model_sky_space );
+}
+static void shader_model_sky_space_use(void){ glUseProgram(_shader_model_sky_space.id); }
+static void shader_model_sky_space_link(void){
+ _uniform_model_sky_space_uMdl = glGetUniformLocation( _shader_model_sky_space.id, "uMdl" );
+ _uniform_model_sky_space_uPv = glGetUniformLocation( _shader_model_sky_space.id, "uPv" );
+ _uniform_model_sky_space_uPvmPrev = glGetUniformLocation( _shader_model_sky_space.id, "uPvmPrev" );
+ _uniform_model_sky_space_uTexGarbage = glGetUniformLocation( _shader_model_sky_space.id, "uTexGarbage" );
+ _uniform_model_sky_space_g_world_depth = glGetUniformLocation( _shader_model_sky_space.id, "g_world_depth" );
+ _uniform_model_sky_space_uLightsArray = glGetUniformLocation( _shader_model_sky_space.id, "uLightsArray" );
+ _uniform_model_sky_space_uLightsIndex = glGetUniformLocation( _shader_model_sky_space.id, "uLightsIndex" );
+}
+#endif /* SHADER_model_sky_space_H */
"//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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
compute_motion_vectors();
- vec3 vfrag = vec3(0.6);
+ vec3 vfrag = vec3(0.7);
vec3 qnorm = aNorm.xyz;
qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);
discard;
}
else{
- if( !gl_FrontFacing ){
- qnorm *= -1.0;
- }
}
- vfrag = scene_compute_lighting( vfrag, qnorm, aCo );
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
// dots
- float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
- float d1 = distance( aWorldCo, uSpawnPos.xyz );
+ float d0 = distance( aCo, uPlayerPos.xyz )*2.0;
+ float d1 = distance( aCo, uSpawnPos.xyz );
vec2 dm = smin( d0, d1, 10.0 );
float dd = fract(dm.x*0.2-g_realtime*0.5) *
// line
vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;
- float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
+ float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
vec3 p0 = uPlayerPos.xyz + v0*t;
- float d3 = distance(p0,aWorldCo);
+ float d3 = distance(p0,aCo);
emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));
oColour = vec4( vfrag+emit, 1.0 );
- oColour = vec4( vfrag, 1.0 );
+ //oColour = vec4( vfrag, 1.0 );
}
" gl_Position = vproj0;\n"
"\n"
" aUv = a_uv;\n"
-" aNorm = vec4( a_norm.xyz, a_norm.w );\n"
+" aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
"}\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
"\n"
" compute_motion_vectors();\n"
"\n"
-" vec3 vfrag = vec3(0.6);\n"
+" vec3 vfrag = vec3(0.5);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
" qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
" discard;\n"
" }\n"
" else{\n"
-" if( !gl_FrontFacing ){\n"
-" qnorm *= -1.0;\n"
-" }\n"
" }\n"
"\n"
-" vfrag = scene_compute_lighting( vfrag, qnorm, aCo );\n"
+" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
" \n"
" // dots\n"
-" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
-" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
+" float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n"
+" float d1 = distance( aCo, uSpawnPos.xyz );\n"
"\n"
" vec2 dm = smin( d0, d1, 10.0 );\n"
" float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
"\n"
" // line\n"
" vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
-" float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
+" float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
" vec3 p0 = uPlayerPos.xyz + v0*t;\n"
-" float d3 = distance(p0,aWorldCo);\n"
+" float d3 = distance(p0,aCo);\n"
" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
"\n"
" oColour = vec4( vfrag+emit, 1.0 );\n"
-" oColour = vec4( vfrag, 1.0 );\n"
+" //oColour = vec4( vfrag, 1.0 );\n"
"}\n"
""},
};
gl_Position = vproj0;
aUv = a_uv;
- aNorm = vec4( a_norm.xyz, a_norm.w );
+ aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );
aCo = a_co;
aWorldCo = world_pos0;
}
"//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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\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"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\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"
+"\n"
+" float star = 0.0;\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
" return composite;\n"
"}\n"
"\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
ent_cubemap,
ent_miniworld;
+ enum skybox {
+ k_skybox_default,
+ k_skybox_space
+ } skybox;
+
ent_gate *rendering_gate;
/* logic
mdl_array_ptr infos;
mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch );
+ world->skybox = k_skybox_default;
if( mdl_arrcount(&infos) ){
world->info = *((ent_worldinfo *)mdl_arritm(&infos,0));
+
+ if( world->meta.info.version >= 104 ){
+ if( MDL_CONST_PSTREQ( &world->meta, world->info.pstr_skybox,"space")){
+ world->skybox = k_skybox_space;
+ }
+ }
}
else{
world->info.pstr_author = 0;
world->info.timezone = 0.0f;
}
- time_t seconds = time(NULL) % ((u32)k_day_length*60);
+ time_t seconds = time(NULL) % ((u32)vg_maxf(1.0f,k_day_length)*60);
world->time = ((f64)(seconds)/(k_day_length*60.0));
world->time += (world->info.timezone/24.0);
shader_scene_depth_register();
shader_scene_position_register();
shader_model_sky_register();
+ shader_model_sky_space_register();
vg_info( "Loading world resources\n" );
vg_linear_clear( vg_mem.scratch );
world_render_both_stages( world, &pass );
}
-static void render_sky( world_instance *world, camera *cam )
-{
+static void render_sky( world_instance *world, camera *cam ){
/*
* Modify matrix to remove clipping and view translation
*/
/*
* Draw
*/
- shader_model_sky_use();
- shader_model_sky_uMdl( identity_matrix );
- shader_model_sky_uPv( pv );
- shader_model_sky_uPvmPrev( pv_prev );
- shader_model_sky_uTexGarbage(0);
- world_link_lighting_ub( world, _shader_model_sky.id );
+ if( world->skybox == k_skybox_default ){
+ shader_model_sky_use();
+ shader_model_sky_uMdl( identity_matrix );
+ shader_model_sky_uPv( pv );
+ shader_model_sky_uPvmPrev( pv_prev );
+ shader_model_sky_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_model_sky.id );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ }
+ else if( world->skybox == k_skybox_space ){
+ shader_model_sky_space_use();
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ shader_model_sky_space_uMdl( identity_matrix );
+ shader_model_sky_space_uPv( pv );
+ shader_model_sky_space_uPvmPrev( pv_prev );
+ shader_model_sky_space_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_model_sky_space.id );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ }
+ else {
+ assert(0);
+ }
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
}
}
-static void render_world_override( world_instance *world, m4x3f mmdl ){
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl ){
struct world_pass pass = {
.cam = &skaterift.cam,
.fn_bind_textures = bindpoint_override,
};
shader_scene_override_use();
+#if 0
respawn_chooser_shader_uniforms();
+#endif
shader_scene_override_uTexGarbage(0);
shader_scene_override_uTexMain(1);
shader_scene_override_uPv( pass.cam->mtx.pv );
- WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
bind_terrain_noise();
- m4x3f mmdl_inv;
- m4x3_invert_full( mmdl, mmdl_inv );
-
- v3f cam_pos;
- m4x3_mulv( mmdl_inv, pass.cam->transform[3], cam_pos );
- shader_scene_override_uCamera( cam_pos );
+ shader_scene_override_uCamera( pass.cam->transform[3] );
m4x4f mpvm_prev;
m4x3_expand( mmdl, mpvm_prev );
m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
m3x3f mnormal;
- m3x3_inv( mmdl_inv, mnormal );
+ m3x3_inv( mmdl, mnormal );
m3x3_transpose( mnormal, mnormal );
v3_normalize( mnormal[0] );
v3_normalize( mnormal[1] );
v3_normalize( mnormal[2] );
+ v4f uPlayerPos, uSpawnPos;
+ v4_zero( uPlayerPos );
+ v4_zero( uSpawnPos );
+
+ v3_copy( world->player_co, uPlayerPos );
+
+ m4x3f mmdl_inv;
+ m4x3_invert_full( mmdl, mmdl_inv );
+ v3f localized;
+ m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
+ ent_spawn *spawn = world_find_closest_spawn( world, localized );
+ if( spawn )
+ v3_copy( spawn->transform.co, uSpawnPos );
+
+ uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
+ uSpawnPos[3] = 1.0f/uPlayerPos[3];
+
+ shader_scene_override_uPlayerPos( uPlayerPos );
+ shader_scene_override_uSpawnPos( uSpawnPos );
+
+
+
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_geo );
pass.geo_type = k_world_geo_type_solid;
#include "shaders/scene_position.h"
#include "shaders/scene_font.h"
#include "shaders/model_sky.h"
+#include "shaders/model_sky_space.h"
static const float k_world_light_cube_size = 8.0f;
int layer_depth );
static void render_world_cubemaps( world_instance *world );
static void bind_terrain_noise(void);
-static void render_world_override( world_instance *world, m4x3f mmdl );
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl );
#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \