fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_route.fs
diff --git a/shaders/scene_route.fs b/shaders/scene_route.fs
new file mode 100644 (file)
index 0000000..5bb973d
--- /dev/null
@@ -0,0 +1,53 @@
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+uniform vec4 uColour;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
+
+in vec2 aUv;
+in vec4 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+flat in ivec4 aLights;
+
+#include "common_scene.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.xyz*4.0+modnorm)*0.25);
+   qnorm += 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
+
+   vfrag = scene_do_lighting( vfrag, qnorm );
+   oColour = vec4(vfrag, 1.0);
+}