uniform sampler2D uTexGarbage; uniform sampler2D uTexMain; uniform vec3 uCamera; uniform vec4 uPlane; uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */ uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */ uniform bool uAlphatest; uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */ #include "light_clearskies_stddef.glsl" #include "common_scene.glsl" #include "motion_vectors_fs.glsl" vec2 smin( float a, float b, float k ){ float h = max( k-abs(a-b), 0.0 )/k; float m = h*h*0.5; float s = m*k*(1.0/2.0); if( a < b ) return vec2(a-s,m); else return vec2(b-s,1.0-m); } void main(){ vec2 ssuv = gl_FragCoord.xy; vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); float dither = fract( vDither.g / 71.0 ) - 0.5; float dcam = (-8.0+distance( aCo, uCamera ))/4.0; float dy0 = aCo.y - uMapInfo.x; float dy1 = uMapInfo.y - aCo.y; if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) discard; compute_motion_vectors(); vec3 vfrag = vec3(0.898,0.811,0.716); vec3 qnorm = aNorm.xyz; qnorm = normalize(floor(aNorm.xyz*4.0)*0.25); qnorm += vec3(0.001,0.0,0.0); if( uAlphatest ){ vec4 vSample = texture( uTexMain, aUv ); if( vSample.a < 0.5 ) discard; } else{ } vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo ); // dots float d0 = distance( aCo, uPlayerPos.xyz )*2.0; float d1 = distance( aCo, uSpawnPos.xyz ); vec2 dm = smin( d0, d1, 10.0 ); 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); vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd; // line vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w; float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w ); vec3 p0 = uPlayerPos.xyz + v0*t; float d3 = distance(p0,aCo); emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2)); vfrag += emit; if( uMapInfo.z > 0.0 ){ float height = fract( aCo.y * 0.1 ); float lg = 2.0*length(vec2(dFdx(height), dFdy(height))); vfrag *= 1.0f+(lg*0.2*uMapInfo.z); } oColour = vec4( vfrag, 1.0 ); //oColour = vec4( vfrag, 1.0 ); }