uniform vec3 uCamera;
uniform vec4 uPlane;
-uniform vec4 uPlayerPos;
-uniform vec4 uSpawnPos;
+uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */
+uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */
+uniform bool uAlphatest;
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
-vec2 smin( float a, float b, float k )
-{
+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);
return vec2(b-s,1.0-m);
}
-void main()
-{
+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;
vec3 vfrag = vec3(0.5,0.5,0.5);
vec3 qnorm = aNorm.xyz;
- if( !gl_FrontFacing ){
- qnorm *= -1.0;
+ if( uAlphatest ){
+ vec4 vSample = texture( uTexMain, aUv );
+ if( vSample.a < 0.5 )
+ discard;
+ }
+ else{
+ if( !gl_FrontFacing ){
+ qnorm *= -1.0;
+ }
}
vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
-
+
+ // dots
float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
float d1 = distance( aWorldCo, 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);
-
+ 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;
-
-
-
- vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
- float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
- distance(uSpawnPos.xyz,uPlayerPos.xyz));
-
+ // line
+ vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;
+ float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
vec3 p0 = uPlayerPos.xyz + v0*t;
float d3 = distance(p0,aWorldCo);
-
- float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
-
- emit += vec3(lp);
+ emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));
oColour = vec4( vfrag+emit, 1.0 );
}