df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / route.fs
1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexGradients;
3 uniform vec3 uCamera;
4 uniform vec4 uColour;
5 uniform vec3 uBoard0;
6 uniform vec3 uBoard1;
7
8 in vec4 aColour;
9 in vec2 aUv;
10 in vec3 aNorm;
11 in vec3 aCo;
12 in vec3 aWorldCo;
13
14 #include "common_world.glsl"
15 #include "motion_vectors_fs.glsl"
16
17 void main()
18 {
19 compute_motion_vectors();
20
21 vec3 vfrag = vec3(0.5,0.5,0.5);
22
23 // ws modulation
24 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
25
26 // Creating normal patches
27 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
28 vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
29
30 vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
31 vec3 tangent1 = cross(qnorm,tangent0);
32 vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;
33
34 // Patch local noise
35 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
36
37 vfrag = pow(uColour.rgb,vec3(1.0/2.2));
38 vfrag -= rgarbage.a*0.1;
39
40 if( wgarbage.g < 0.3 )
41 discard;
42
43 if( g_light_preview == 1 )
44 {
45 vfrag = vec3(0.5);
46 }
47
48 // Lighting
49 vec3 halfview = uCamera - aWorldCo;
50 float fdist = length( halfview );
51 halfview /= fdist;
52
53 vfrag = do_light_diffuse( vfrag, qnorm );
54 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
55 vfrag = do_light_shadowing( vfrag );
56 vfrag = apply_fog( vfrag, fdist );
57
58 oColour = vec4(vfrag, 1.0 );
59 }