--- /dev/null
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexMain;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+
+uniform vec4 uPlayerPos;
+uniform vec4 uSpawnPos;
+
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+vec2 smin( float a, float b, float k )
+{
+ float h = max( k-abs(a-b), 0.0 )/k;
+ float m = h*h*0.5;
+ float s = m*k*(1.0/2.0);
+
+ if( a < b )
+ return vec2(a-s,m);
+ else
+ return vec2(b-s,1.0-m);
+}
+
+void main()
+{
+ vec2 ssuv = gl_FragCoord.xy;
+ vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
+ float dither = fract( vDither.g / 71.0 ) - 0.5;
+
+ if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )
+ discard;
+
+ compute_motion_vectors();
+
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+ vec3 qnorm = aNorm.xyz;
+
+ if( !gl_FrontFacing ){
+ qnorm *= -1.0;
+ }
+
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
+
+ float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
+ float d1 = distance( aWorldCo, uSpawnPos.xyz );
+
+ vec2 dm = smin( d0, d1, 10.0 );
+ float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);
+
+ vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;
+
+
+
+
+ vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
+ float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
+ distance(uSpawnPos.xyz,uPlayerPos.xyz));
+
+ vec3 p0 = uPlayerPos.xyz + v0*t;
+ float d3 = distance(p0,aWorldCo);
+
+ float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
+
+ emit += vec3(lp);
+
+ oColour = vec4( vfrag+emit, 1.0 );
+}