projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
run to skate animation
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vblend.fs
diff --git
a/shaders/vblend.fs
b/shaders/vblend.fs
index 023721e7264829bad890d59fb821e003029efa97..b2e9928777566ecb335d0b419c93c44257abcb76 100644
(file)
--- a/
shaders/vblend.fs
+++ b/
shaders/vblend.fs
@@
-1,9
+1,8
@@
-out vec4 FragColor;
-
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
in vec4 aColour;
in vec2 aUv;
in vec4 aColour;
in vec2 aUv;
@@
-12,13
+11,16
@@
in vec3 aCo;
in vec3 aWorldCo;
#include "common_world.glsl"
in vec3 aWorldCo;
#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;
@@
-53,5
+55,5
@@
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 );
}
}