uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */
uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */
uniform bool uAlphatest;
+uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
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) )
+ float dcam = (-8.0+distance( aCo, uCamera ))/4.0;
+ float dy0 = aCo.y - uMapInfo.x;
+ float dy1 = uMapInfo.y - aCo.y;
+
+ if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 )
discard;
compute_motion_vectors();
- vec3 vfrag = vec3(0.5,0.5,0.5);
+ vec3 vfrag = vec3(0.898,0.811,0.716);
vec3 qnorm = aNorm.xyz;
+ qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);
+ qnorm += vec3(0.001,0.0,0.0);
+
if( uAlphatest ){
vec4 vSample = texture( uTexMain, aUv );
if( vSample.a < 0.5 )
discard;
}
else{
- if( !gl_FrontFacing ){
- qnorm *= -1.0;
- }
}
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( uMapInfo.z > 0.0 ){
+ float height = fract( aCo.y * 0.1 );
+ float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));
+ vfrag *= 1.0f+(lg*0.2*uMapInfo.z);
+ }
+
+ oColour = vec4( vfrag, 1.0 );
+ //oColour = vec4( vfrag, 1.0 );
}