X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=511854b8c107fc8d25d44d5b615f84ef263c41a2;hb=8abf2b92cf0c9608ac922e96549a68652b7659c0;hp=00cb199a780b3334f02ed0eb9201c46fc7939d0a;hpb=55bf7018846f925daf6c3800bf7d28079e1b4721;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 00cb199..511854b 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -250,31 +250,46 @@ SHADER_DEFINE( shader_background, "{" "vec2 world_pos = a_co * uOffset.z + uOffset.xy;" "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );" - "aTexCoords = world_pos * 0.25;" + "aTexCoords = a_co;" "}", // FRAGMENT "out vec4 FragColor;" "" "uniform sampler2D uTexMain;" + "uniform sampler2D uSamplerNoise;" + "uniform float uVariance;" "" "in vec2 aTexCoords;" "" - "vec2 hash22(vec2 p)" - "{" - "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));" - "p3 += dot(p3, p3.yzx+33.33);" - "return fract((p3.xx+p3.yz)*p3.zy);" - "}" - "" "void main()" "{" - "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;" - "vec4 background = texture( uTexMain, aTexCoords );" - "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );" + "float ao_accum = 0.0;" + "for( int i=0; i<10; ++i )" + "{" + "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;" + "vec4 background = texture( uTexMain, aTexCoords + random_noise );" + "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);" + "}" + "ao_accum *= 0.15;" + + "vec4 data_this_tile = texture( uTexMain, aTexCoords );" + + "ao_accum -= data_this_tile.r;" + + "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );" + + "vec2 square_coords = fract( aTexCoords * 64.0 );" + "vec2 grid_coords = abs( square_coords - 0.5 );" + "float edge_contrast = (1.0-ao_accum*0.2);" + + "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );" + "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);" + + "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexMain" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) ) void vg_register(void) @@ -284,3 +299,22 @@ void vg_register(void) SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); } + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/