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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_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 #include "common_scene.glsl"
9 #include "motion_vectors_fs.glsl"
10
11 float filtered_stripe( in float p, in float ddx, in float ddy )
12 {
13 float w = max(abs(ddx), abs(ddy)) + 0.02;
14 float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;
15 return 0.5 - i;
16 }
17
18 void main()
19 {
20 compute_motion_vectors();
21
22 vec3 vfrag = vec3(0.5,0.5,0.5);
23
24 // ws modulation
25 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
26
27 // Creating normal patches
28 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
29 vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);
30 qnorm += vec3(0.001,0.0,0.0);
31
32 vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
33 vec3 tangent1 = cross(qnorm,tangent0);
34 vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;
35
36 // Patch local noise
37 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
38
39 vfrag = pow(uColour.rgb,vec3(1.0/2.2));
40 vfrag -= rgarbage.a*0.1;
41
42 if( wgarbage.g < 0.1 )
43 discard;
44
45 float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;
46 float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );
47 vfrag *= 0.9+stripe*uColour.a;
48
49 if( g_light_preview == 1 )
50 {
51 vfrag = vec3(0.5);
52 }
53
54 // Lighting
55 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
56 oColour = vec4(vfrag, 1.0);
57 }