X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.fs;h=9eddd6b7f25ecff0c36a32226413cf905c153024;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=0849e69c8919e1e1620a393662758c51eb52cf4c;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.fs b/shaders/vblend.fs index 0849e69..9eddd6b 100644 --- a/shaders/vblend.fs +++ b/shaders/vblend.fs @@ -1,23 +1,24 @@ -out vec4 FragColor; - uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; -uniform vec4 uPlane; 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 * 0.160 ); + 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; @@ -43,7 +44,7 @@ void main() } // Lighting - vec3 halfview = uCamera - aCo; + vec3 halfview = uCamera - aWorldCo; float fdist = length( halfview ); halfview /= fdist; @@ -52,5 +53,5 @@ void main() vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist ); - FragColor = vec4(vfrag, 1.0 ); + oColour = vec4(vfrag, 1.0 ); }