X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.fs;h=ec2a89a3a49c19cdeba45eb0c8a7fcb69818f0f5;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=a1826542209b25b5cc6c3e7030e6b0af90e67c0c;hpb=f2c3e6ffba0231be14961f0149106cecbade8124;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.fs b/shaders/scene_override.fs index a182654..ec2a89a 100644 --- a/shaders/scene_override.fs +++ b/shaders/scene_override.fs @@ -3,14 +3,16 @@ uniform sampler2D uTexMain; uniform vec3 uCamera; uniform vec4 uPlane; -uniform vec4 uPlayerPos; -uniform vec4 uSpawnPos; +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" -vec2 smin( float a, float b, float k ) -{ +vec2 smin( float a, float b, float k ){ float h = max( k-abs(a-b), 0.0 )/k; float m = h*h*0.5; float s = m*k*(1.0/2.0); @@ -21,47 +23,61 @@ vec2 smin( float a, float b, float k ) return vec2(b-s,1.0-m); } -void main() -{ +void main(){ vec2 ssuv = gl_FragCoord.xy; 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; - if( !gl_FrontFacing ){ - qnorm *= -1.0; + 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{ } vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo ); - - float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0; - float d1 = distance( aWorldCo, uSpawnPos.xyz ); + + // dots + 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)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y); - + float dd = fract(dm.x*0.2-g_realtime*0.5) * + max(0.0,1.0-dm.x*0.04) * + max(0.0,qnorm.y); vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd; - - - - vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz); - float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0), - distance(uSpawnPos.xyz,uPlayerPos.xyz)); - + // line + vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.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)); - float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2); + vfrag += emit; - emit += vec3(lp); + 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+emit, 1.0 ); + oColour = vec4( vfrag, 1.0 ); + //oColour = vec4( vfrag, 1.0 ); }