point maps (wip)
[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 aNorm;
9 in vec3 aCo;
10 in vec3 aWorldCo;
11
12 void main()
13 {
14 vec2 ssuv = gl_FragCoord.xy;
15 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
16 float dither = fract( vDither.g / 71.0 ) - 0.5;
17
18 float diff = length(gl_PointCoord.xy-vec2(0.5));
19 if( diff+dither>0.5 )
20 discard;
21
22 compute_motion_vectors();
23 FragColor = aColour;
24 }