#include "motion_vectors_fs.glsl"
#include "depth_compare.glsl"
+vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
+{
+ float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));
+
+ vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb,
+ g_sunset_phase );
+
+
+ vec3 sky_reflection = 0.5 * fresnel * reflect_colour;
+ vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5)
+ * g_sun_colour.rgb * g_day_phase;
+
+ float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );
+ vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb,
+ g_sunset_phase );
+
+ return ambient + (light_sun + sky_reflection) * shadow;
+}
+
+vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,
+ float light_mask )
+{
+ 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 = character_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;
+
+ // 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;
+ return scene_apply_fog( diffuse * total_light, fog_colour, fdist );
+}
+
void main(){
depth_compare_dither();
compute_motion_vectors();
vec3 qnorm = aNorm;
vec3 diffuse = texture( uTexMain, aUv ).rgb;
- vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
+ vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
float dist = distance( aWorldCo, uCamera ) - 0.08;
float opacity = clamp( dist*dist, 0.0, 1.0 );
struct world_pass *pass ){
if( !mdl_arrcount( &world->ent_prop ) ) return;
- /* HACK: use the first material for every prop entity */
- ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
- if( !first->submesh_count ) return;
-
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
- if( sm->material_id != material_id ) return;
struct world_surface *mat = &world->surfaces[ material_id ];
pass->fn_bind_textures( world, mat );
if( prop->flags & 0x1 ) continue;
for( u32 k=0; k<prop->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+ mdl_submesh *sm =
+ mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+ if( sm->material_id != material_id ) continue;
m4x3f mmdl;
mdl_transform_m4x3( &prop->transform, mmdl );