X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.fs;h=3c2936018f185e1afbd65ef197bb01332c9cf088;hb=0a40a20806ec52fc13817fd78a43793de5e32ffa;hp=9c46328bb2c0b268b20e053732d14d02bbf7feeb;hpb=d5405f24a854aff8b76bb126492f2c18bc874270;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.fs b/shaders/viewchar.fs index 9c46328..3c29360 100644 --- a/shaders/viewchar.fs +++ b/shaders/viewchar.fs @@ -1,7 +1,7 @@ -out vec4 FragColor; - uniform sampler2D uTexMain; uniform vec3 uCamera; +uniform vec3 uBoard0; +uniform vec3 uBoard1; in vec4 aColour; in vec2 aUv; @@ -10,15 +10,19 @@ in vec3 aCo; in vec3 aWorldCo; #include "common_world.glsl" +#include "motion_vectors_fs.glsl" void main() { + compute_motion_vectors(); + vec3 vfrag = texture( uTexMain, aUv ).rgb; // Lighting vec3 halfview = uCamera - aWorldCo; float fdist = length( halfview ); halfview /= fdist; + fdist -= 0.08; vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); @@ -27,6 +31,6 @@ void main() vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist ); - float opacity = clamp( fdist, 0.1, 1.0 ); - FragColor = vec4(vfrag,opacity); + float opacity = clamp( fdist*fdist, 0.0, 1.0 ); + oColour = vec4(vfrag,opacity); }