+++ /dev/null
-uniform sampler2D uTexGarbage;
-uniform sampler2D uTexGradients;
-uniform vec3 uCamera;
-uniform vec4 uColour;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.glsl"
-#include "motion_vectors_fs.glsl"
-
-void main()
-{
- compute_motion_vectors();
-
- vec3 vfrag = vec3(0.5,0.5,0.5);
-
- // ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
-
- // Creating normal patches
- vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
- vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
-
- vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
- vec3 tangent1 = cross(qnorm,tangent0);
- vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;
-
- // Patch local noise
- vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
-
- vfrag = pow(uColour.rgb,vec3(1.0/2.2));
- vfrag -= rgarbage.a*0.1;
-
- if( wgarbage.g < 0.3 )
- discard;
-
- if( g_light_preview == 1 )
- {
- vfrag = vec3(0.5);
- }
-
- // Lighting
- vec3 halfview = uCamera - aWorldCo;
- float fdist = length( halfview );
- halfview /= fdist;
-
- vfrag = do_light_diffuse( vfrag, qnorm );
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
- vfrag = do_light_shadowing( vfrag );
- vfrag = apply_fog( vfrag, fdist );
-
- oColour = vec4(vfrag, 1.0 );
-}