X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Froute.fs;fp=shaders%2Froute.fs;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=2e7db2e3826f98570d2d7aeabbba4df3ac0f07f9;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/route.fs b/shaders/route.fs deleted file mode 100644 index 2e7db2e..0000000 --- a/shaders/route.fs +++ /dev/null @@ -1,59 +0,0 @@ -uniform sampler2D uTexGarbage; -uniform sampler2D uTexGradients; -uniform vec3 uCamera; -uniform vec4 uColour; -uniform vec3 uBoard0; -uniform vec3 uBoard1; - -in vec4 aColour; -in vec2 aUv; -in vec3 aNorm; -in vec3 aCo; -in vec3 aWorldCo; - -#include "common_world.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*4.0+modnorm)*0.25) + 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 - vec3 halfview = uCamera - aWorldCo; - float fdist = length( halfview ); - halfview /= fdist; - - vfrag = do_light_diffuse( vfrag, qnorm ); - vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 ); - vfrag = do_light_shadowing( vfrag ); - vfrag = apply_fog( vfrag, fdist ); - - oColour = vec4(vfrag, 1.0 ); -}