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target normal for rails
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vblend.fs
diff --git
a/shaders/vblend.fs
b/shaders/vblend.fs
index 0849e69c8919e1e1620a393662758c51eb52cf4c..9eddd6b7f25ecff0c36a32226413cf905c153024 100644
(file)
--- a/
shaders/vblend.fs
+++ b/
shaders/vblend.fs
@@
-1,23
+1,24
@@
-out vec4 FragColor;
-
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
#include "common_world.glsl"
#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
void main()
{
void main()
{
+ compute_motion_vectors();
+
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );
+ vec4 wgarbage =
vec4(0.5,0.5,0.5,1.0);//
texture( uTexGarbage, aCo.xz * 0.160 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
@@
-43,7
+44,7
@@
void main()
}
// Lighting
}
// Lighting
- vec3 halfview = uCamera - aCo;
+ vec3 halfview = uCamera - a
World
Co;
float fdist = length( halfview );
halfview /= fdist;
float fdist = length( halfview );
halfview /= fdist;
@@
-52,5
+53,5
@@
void main()
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
-
FragColo
r = vec4(vfrag, 1.0 );
+
oColou
r = vec4(vfrag, 1.0 );
}
}