chill out cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.fs
1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexGradients;
3 uniform vec3 uCamera;
4
5 #include "common_scene.glsl"
6 #include "motion_vectors_fs.glsl"
7
8 void main()
9 {
10 compute_motion_vectors();
11
12 vec3 vfrag = vec3(0.5,0.5,0.5);
13
14 // ws modulation
15 vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);
16
17 // Creating normal patches
18 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
19 vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);
20 qnorm += vec3(0.001,0.0,0.0);
21
22 vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
23 vec3 tangent1 = cross(qnorm,tangent0);
24 vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;
25
26 // Patch local noise
27 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
28
29 // Colour blending
30 float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;
31 vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );
32
33 vfrag = texture( uTexGradients, uvgradients ).rgb;
34 vfrag -= rgarbage.a*0.04;
35
36 if( g_light_preview == 1 )
37 {
38 vfrag = vec3(0.5);
39 }
40
41 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
42 oColour = vec4(vfrag, 1.0);
43 }