interp test 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_font.h
index 7c338a5b60fdafde8b9ac5b432f43cf900e6666b..eec4b6ce75a025d58297256e7d20dc98a5eec437 100644 (file)
@@ -56,7 +56,7 @@ static struct vg_shader _shader_scene_font = {
 "\n"
 "   aUv = a_uv;\n"
 "   aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
-"   aCo = a_co;\n"
+"   aCo = co;\n"
 "   aWorldCo = world_pos0;\n"
 "}\n"
 ""},
@@ -65,9 +65,11 @@ static struct vg_shader _shader_scene_font = {
 .orig_file = "shaders/scene_font.fs",
 .static_src = 
 "uniform sampler2D uTexGarbage; // unused\n"
-"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexMain;    // unused\n"
 "uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
+"uniform float uTime;\n"
+"uniform float uOpacity;\n"
+"uniform float uColourize;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -277,7 +279,7 @@ static struct vg_shader _shader_scene_font = {
 "   light_delta = normalize( light_delta );\n"
 "\n"
 "   float quadratic = dist2*100.0;\n"
-"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
+"   float attenuation  = 1.0/( 1.0 + quadratic );\n"
 "         attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
 "\n"
 "   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
@@ -406,7 +408,7 @@ static struct vg_shader _shader_scene_font = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line      7        0 \n"
+"#line      9        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -426,20 +428,45 @@ static struct vg_shader _shader_scene_font = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line      8        0 \n"
+"#line     10        0 \n"
 "\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
+"vec3 pal( float t ){\n"
+"   vec3 a = vec3(0.30,0.3,0.3);\n"
+"   vec3 b = vec3(0.8);\n"
+"   vec3 c = vec3(0.28,0.3,0.4);\n"
+"   vec3 d = vec3(0.00,0.1,0.1);\n"
+"   return a + b*cos( 6.28318*(c*t+d) );\n"
+"}\n"
 "\n"
+"void main(){\n"
+"   compute_motion_vectors();\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-"   vec4 vsamplemain = texture( uTexMain, aUv );\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "\n"
-"   vfrag = vsamplemain.rgb;\n"
+"   //vec4 vsamplemain = texture( uTexMain, aUv );\n"
+"   //vfrag = vsamplemain.rgb;\n"
 "\n"
-"   if( g_light_preview == 1 )\n"
-"   {\n"
+"   vec4 spread0 = uTime*0.0002*vec4(  17.3,-19.6, 23.2,-47.7 );\n"
+"   vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );\n"
+"\n"
+"   vec2 p = aCo.xy + vec2(0.3);\n"
+"   float a = atan( p.y/p.x );\n"
+"   vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );\n"
+"   vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
+"\n"
+"   float d = ( v0.x+v0.y+v0.z+v0.w +\n"
+"               v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
+"   \n"
+"   float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
+"   float x = d*0.8+length(p)*0.3;\n"
+"   x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
+"\n"
+"   if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
+"      discard;\n"
+"\n"
+"   vfrag = mix( vec3(x), pal( x ), uColourize );\n"
+"\n"
+"   if( g_light_preview == 1 ){\n"
 "      vfrag = vec3(0.5);\n"
 "   }\n"
 "\n"
@@ -456,7 +483,9 @@ static GLuint _uniform_scene_font_uOffset;
 static GLuint _uniform_scene_font_uTexGarbage;
 static GLuint _uniform_scene_font_uTexMain;
 static GLuint _uniform_scene_font_uCamera;
-static GLuint _uniform_scene_font_uPlane;
+static GLuint _uniform_scene_font_uTime;
+static GLuint _uniform_scene_font_uOpacity;
+static GLuint _uniform_scene_font_uColourize;
 static GLuint _uniform_scene_font_g_world_depth;
 static GLuint _uniform_scene_font_uLightsArray;
 static GLuint _uniform_scene_font_uLightsIndex;
@@ -481,8 +510,14 @@ static void shader_scene_font_uTexMain(int i){
 static void shader_scene_font_uCamera(v3f v){
    glUniform3fv(_uniform_scene_font_uCamera,1,v);
 }
-static void shader_scene_font_uPlane(v4f v){
-   glUniform4fv(_uniform_scene_font_uPlane,1,v);
+static void shader_scene_font_uTime(float f){
+   glUniform1f(_uniform_scene_font_uTime,f);
+}
+static void shader_scene_font_uOpacity(float f){
+   glUniform1f(_uniform_scene_font_uOpacity,f);
+}
+static void shader_scene_font_uColourize(float f){
+   glUniform1f(_uniform_scene_font_uColourize,f);
 }
 static void shader_scene_font_g_world_depth(int i){
    glUniform1i(_uniform_scene_font_g_world_depth,i);
@@ -499,7 +534,9 @@ static void shader_scene_font_link(void){
    _uniform_scene_font_uTexGarbage = glGetUniformLocation( _shader_scene_font.id, "uTexGarbage" );
    _uniform_scene_font_uTexMain = glGetUniformLocation( _shader_scene_font.id, "uTexMain" );
    _uniform_scene_font_uCamera = glGetUniformLocation( _shader_scene_font.id, "uCamera" );
-   _uniform_scene_font_uPlane = glGetUniformLocation( _shader_scene_font.id, "uPlane" );
+   _uniform_scene_font_uTime = glGetUniformLocation( _shader_scene_font.id, "uTime" );
+   _uniform_scene_font_uOpacity = glGetUniformLocation( _shader_scene_font.id, "uOpacity" );
+   _uniform_scene_font_uColourize = glGetUniformLocation( _shader_scene_font.id, "uColourize" );
    _uniform_scene_font_g_world_depth = glGetUniformLocation( _shader_scene_font.id, "g_world_depth" );
    _uniform_scene_font_uLightsArray = glGetUniformLocation( _shader_scene_font.id, "uLightsArray" );
    _uniform_scene_font_uLightsIndex = glGetUniformLocation( _shader_scene_font.id, "uLightsIndex" );