minor changes
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / cloud.fs
1 out vec4 FragColor;
2
3 #include "motion_vectors_fs.glsl"
4
5 uniform vec3 uCamera;
6
7 in vec4 aColour;
8 in vec3 aCo;
9 in vec3 aWorldCo;
10
11 void main()
12 {
13 vec2 ssuv = gl_FragCoord.xy;
14 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
15 float dither = fract( vDither.g / 71.0 ) - 0.5;
16
17 float diff = length(gl_PointCoord.xy-vec2(0.5));
18 if( diff+dither>0.5 )discard;
19
20 compute_motion_vectors();
21 FragColor = aColour;
22 }