"\n"
" aUv = a_uv;\n"
" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
-" aCo = a_co;\n"
+" aCo = co;\n"
" aWorldCo = world_pos0;\n"
"}\n"
""},
.orig_file = "shaders/scene_font.fs",
.static_src =
"uniform sampler2D uTexGarbage; // unused\n"
-"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexMain; // unused\n"
"uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
+"uniform float uTime;\n"
+"uniform float uOpacity;\n"
+"uniform float uColourize;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 7 0 \n"
+"#line 9 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 8 0 \n"
+"#line 10 0 \n"
"\n"
-"void main()\n"
-"{\n"
-" compute_motion_vectors();\n"
+"vec3 pal( float t ){\n"
+" vec3 a = vec3(0.30,0.3,0.3);\n"
+" vec3 b = vec3(0.8);\n"
+" vec3 c = vec3(0.28,0.3,0.4);\n"
+" vec3 d = vec3(0.00,0.1,0.1);\n"
+" return a + b*cos( 6.28318*(c*t+d) );\n"
+"}\n"
"\n"
+"void main(){\n"
+" compute_motion_vectors();\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-" vec4 vsamplemain = texture( uTexMain, aUv );\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
-" vfrag = vsamplemain.rgb;\n"
+" //vec4 vsamplemain = texture( uTexMain, aUv );\n"
+" //vfrag = vsamplemain.rgb;\n"
"\n"
-" if( g_light_preview == 1 )\n"
-" {\n"
+" vec4 spread0 = uTime*0.0002*vec4( 17.3,-19.6, 23.2,-47.7 );\n"
+" vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );\n"
+"\n"
+" vec2 p = aCo.xy + vec2(0.3);\n"
+" float a = atan( p.y/p.x );\n"
+" vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );\n"
+" vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
+"\n"
+" float d = ( v0.x+v0.y+v0.z+v0.w +\n"
+" v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
+" \n"
+" float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
+" float x = d*0.8+length(p)*0.3;\n"
+" x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
+"\n"
+" if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
+" discard;\n"
+"\n"
+" vfrag = mix( vec3(x), pal( x ), uColourize );\n"
+"\n"
+" if( g_light_preview == 1 ){\n"
" vfrag = vec3(0.5);\n"
" }\n"
"\n"
static GLuint _uniform_scene_font_uTexGarbage;
static GLuint _uniform_scene_font_uTexMain;
static GLuint _uniform_scene_font_uCamera;
-static GLuint _uniform_scene_font_uPlane;
+static GLuint _uniform_scene_font_uTime;
+static GLuint _uniform_scene_font_uOpacity;
+static GLuint _uniform_scene_font_uColourize;
static GLuint _uniform_scene_font_g_world_depth;
static GLuint _uniform_scene_font_uLightsArray;
static GLuint _uniform_scene_font_uLightsIndex;
static void shader_scene_font_uCamera(v3f v){
glUniform3fv(_uniform_scene_font_uCamera,1,v);
}
-static void shader_scene_font_uPlane(v4f v){
- glUniform4fv(_uniform_scene_font_uPlane,1,v);
+static void shader_scene_font_uTime(float f){
+ glUniform1f(_uniform_scene_font_uTime,f);
+}
+static void shader_scene_font_uOpacity(float f){
+ glUniform1f(_uniform_scene_font_uOpacity,f);
+}
+static void shader_scene_font_uColourize(float f){
+ glUniform1f(_uniform_scene_font_uColourize,f);
}
static void shader_scene_font_g_world_depth(int i){
glUniform1i(_uniform_scene_font_g_world_depth,i);
_uniform_scene_font_uTexGarbage = glGetUniformLocation( _shader_scene_font.id, "uTexGarbage" );
_uniform_scene_font_uTexMain = glGetUniformLocation( _shader_scene_font.id, "uTexMain" );
_uniform_scene_font_uCamera = glGetUniformLocation( _shader_scene_font.id, "uCamera" );
- _uniform_scene_font_uPlane = glGetUniformLocation( _shader_scene_font.id, "uPlane" );
+ _uniform_scene_font_uTime = glGetUniformLocation( _shader_scene_font.id, "uTime" );
+ _uniform_scene_font_uOpacity = glGetUniformLocation( _shader_scene_font.id, "uOpacity" );
+ _uniform_scene_font_uColourize = glGetUniformLocation( _shader_scene_font.id, "uColourize" );
_uniform_scene_font_g_world_depth = glGetUniformLocation( _shader_scene_font.id, "g_world_depth" );
_uniform_scene_font_uLightsArray = glGetUniformLocation( _shader_scene_font.id, "uLightsArray" );
_uniform_scene_font_uLightsIndex = glGetUniformLocation( _shader_scene_font.id, "uLightsIndex" );