X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.fs;h=42e97b47fab9168214df4fa5844f087efd87d6e0;hb=5f5d02725031cad23f1cab3290b8a9d661c89728;hp=45ac33ef13a29027c172d7f0ec708d2b2e1d76be;hpb=bf9f3897d358cb6c417e28d659bb412344a52bc3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.fs b/shaders/scene_override.fs index 45ac33e..42e97b4 100644 --- a/shaders/scene_override.fs +++ b/shaders/scene_override.fs @@ -6,6 +6,7 @@ uniform vec4 uPlane; 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 "common_scene.glsl" #include "motion_vectors_fs.glsl" @@ -26,30 +27,34 @@ void main(){ 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) * @@ -59,10 +64,19 @@ void main(){ // 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 ); }