1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexMain;
6 uniform vec4 uPlayerPos;
7 uniform vec4 uSpawnPos;
9 #include "common_scene.glsl"
10 #include "motion_vectors_fs.glsl"
12 vec2 smin( float a, float b, float k )
14 float h = max( k-abs(a-b), 0.0 )/k;
16 float s = m*k*(1.0/2.0);
21 return vec2(b-s,1.0-m);
26 vec2 ssuv = gl_FragCoord.xy;
27 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
28 float dither = fract( vDither.g / 71.0 ) - 0.5;
30 if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )
33 compute_motion_vectors();
35 vec3 vfrag = vec3(0.5,0.5,0.5);
36 vec3 qnorm = aNorm.xyz;
38 if( !gl_FrontFacing ){
42 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
44 float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
45 float d1 = distance( aWorldCo, uSpawnPos.xyz );
47 vec2 dm = smin( d0, d1, 10.0 );
48 float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);
50 vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;
55 vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
56 float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
57 distance(uSpawnPos.xyz,uPlayerPos.xyz));
59 vec3 p0 = uPlayerPos.xyz + v0*t;
60 float d3 = distance(p0,aWorldCo);
62 float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
66 oColour = vec4( vfrag+emit, 1.0 );