uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */
uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */
uniform bool uAlphatest;
+uniform float uIsoAmt;
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
compute_motion_vectors();
- vec3 vfrag = vec3(0.6);
+ vec3 vfrag = vec3(0.898,0.811,0.716);
vec3 qnorm = aNorm.xyz;
qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);
discard;
}
else{
- if( !gl_FrontFacing ){
- qnorm *= -1.0;
- }
}
- vfrag = scene_compute_lighting( vfrag, qnorm, aCo );
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
// dots
- float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
- float d1 = distance( aWorldCo, uSpawnPos.xyz );
+ float d0 = distance( aCo, uPlayerPos.xyz )*2.0;
+ float d1 = distance( aCo, uSpawnPos.xyz );
vec2 dm = smin( d0, d1, 10.0 );
float dd = fract(dm.x*0.2-g_realtime*0.5) *
// line
vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;
- float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
+ float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
vec3 p0 = uPlayerPos.xyz + v0*t;
- float d3 = distance(p0,aWorldCo);
+ float d3 = distance(p0,aCo);
emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));
- oColour = vec4( vfrag+emit, 1.0 );
+ vfrag += emit;
+
+ if( uIsoAmt > 0.0 ){
+ float height = fract( aCo.y * 0.1 );
+ float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));
+ vfrag *= 1.0f+(lg*0.4*uIsoAmt);
+ }
+
+
oColour = vec4( vfrag, 1.0 );
+ //oColour = vec4( vfrag, 1.0 );
}