uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; uniform vec4 uColour; #include "light_clearskies_stddef.glsl" #include "common_scene.glsl" #include "motion_vectors_fs.glsl" float filtered_stripe( in float p, in float ddx, in float ddy ) { float w = max(abs(ddx), abs(ddy)) + 0.02; float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w; return 0.5 - i; } void main() { compute_motion_vectors(); vec3 vfrag = vec3(0.5,0.5,0.5); // ws modulation vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 ); // Creating normal patches vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25); qnorm += vec3(0.001,0.0,0.0); vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0))); vec3 tangent1 = cross(qnorm,tangent0); vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035; // Patch local noise vec4 rgarbage = texture( uTexGarbage, uvdiffuse ); vfrag = pow(uColour.rgb,vec3(1.0/2.2)); vfrag -= rgarbage.a*0.1; if( wgarbage.g < 0.1 ) discard; float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0; float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) ); vfrag *= 0.9+stripe*uColour.a; if( g_light_preview == 1 ) { vfrag = vec3(0.5); } // Lighting oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 ); }