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j
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
viewchar.fs
diff --git
a/shaders/viewchar.fs
b/shaders/viewchar.fs
index fedd3e1172721a0976c524b4572861298e75a62b..3c2936018f185e1afbd65ef197bb01332c9cf088 100644
(file)
--- a/
shaders/viewchar.fs
+++ b/
shaders/viewchar.fs
@@
-1,7
+1,7
@@
-out vec4 FragColor;
-
uniform sampler2D uTexMain;
uniform vec3 uCamera;
uniform sampler2D uTexMain;
uniform vec3 uCamera;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
in vec4 aColour;
in vec2 aUv;
in vec4 aColour;
in vec2 aUv;
@@
-10,24
+10,27
@@
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 = texture( uTexMain, aUv ).rgb;
// Lighting
vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;
vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;
+ fdist -= 0.08;
vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
- vfrag =
do_light_diffuse( vfrag, qnorm
);
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
+ vfrag =
mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5
);
+
//
vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
- float opacity = clamp( fdist, 0.1, 1.0 );
-
- FragColor = vec4(vfrag,opacity);
+ float opacity = clamp( fdist*fdist, 0.0, 1.0 );
+ oColour = vec4(vfrag,opacity);
}
}