uniform sampler2D uTexGarbage; // unused
-uniform sampler2D uTexMain;
+uniform sampler2D uTexMain; // unused
uniform vec3 uCamera;
-uniform vec4 uPlane;
+uniform float uTime;
+uniform float uOpacity;
+uniform float uColourize;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
-void main()
-{
- compute_motion_vectors();
+vec3 pal( float t ){
+ vec3 a = vec3(0.30,0.3,0.3);
+ vec3 b = vec3(0.8);
+ vec3 c = vec3(0.28,0.3,0.4);
+ vec3 d = vec3(0.00,0.1,0.1);
+ return a + b*cos( 6.28318*(c*t+d) );
+}
+void main(){
+ compute_motion_vectors();
vec3 vfrag = vec3(0.5,0.5,0.5);
- vec4 vsamplemain = texture( uTexMain, aUv );
vec3 qnorm = aNorm.xyz;
- vfrag = vsamplemain.rgb;
+ //vec4 vsamplemain = texture( uTexMain, aUv );
+ //vfrag = vsamplemain.rgb;
+
+ vec4 spread0 = uTime*0.0002*vec4( 17.3,-19.6, 23.2,-47.7 );
+ vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );
+
+ vec2 p = aCo.xy + vec2(0.3);
+ float a = atan( p.y/p.x );
+ vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );
+ vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );
+
+ float d = ( v0.x+v0.y+v0.z+v0.w +
+ v1.x+v1.y+v1.z+v1.w ) * 0.125;
+
+ float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);
+ float x = d*0.8+length(p)*0.3;
+ x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;
+
+ if( x + (uOpacity*2.0-1.0) < 0.5 )
+ discard;
+
+ vfrag = mix( vec3(x), pal( x ), uColourize );
- if( g_light_preview == 1 )
- {
+ if( g_light_preview == 1 ){
vfrag = vec3(0.5);
}