X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.fs;h=9eddd6b7f25ecff0c36a32226413cf905c153024;hb=403726131f9b460c3264e4f64c46f8aaa82978fe;hp=023721e7264829bad890d59fb821e003029efa97;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.fs b/shaders/vblend.fs index 023721e..9eddd6b 100644 --- a/shaders/vblend.fs +++ b/shaders/vblend.fs @@ -1,9 +1,6 @@ -out vec4 FragColor; - uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; -uniform vec4 uPlane; in vec4 aColour; in vec2 aUv; @@ -12,13 +9,16 @@ 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 * 0.160 ); + vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 ); // Creating normal patches vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; @@ -53,5 +53,5 @@ void main() vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist ); - FragColor = vec4(vfrag, 1.0 ); + oColour = vec4(vfrag, 1.0 ); }