dynamic background hsader
[fishladder.git] / fishladder_resources.h
index 00cb199a780b3334f02ed0eb9201c46fc7939d0a..4408dcf8784b4ecfe293a7fcb76443099af5c04d 100644 (file)
@@ -250,31 +250,46 @@ SHADER_DEFINE( shader_background,
        "{"
                "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
                "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
-               "aTexCoords = world_pos * 0.25;"
+               "aTexCoords = a_co;"
        "}",
        
        // FRAGMENT
        "out vec4 FragColor;"
        ""
        "uniform sampler2D uTexMain;"
+       "uniform sampler2D uSamplerNoise;"
+       "uniform float uVariance;"
        ""
        "in vec2 aTexCoords;"
        ""
-       "vec2 hash22(vec2 p)"
-       "{"
-               "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
-               "p3 += dot(p3, p3.yzx+33.33);"
-               "return fract((p3.xx+p3.yz)*p3.zy);"
-       "}"
-       ""
        "void main()"
        "{"
-               "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
-               "vec4 background = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+               "float ao_accum = 0.0;"
+               "for( int i=0; i<10; ++i )"
+               "{"
+                       "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+                       "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+                       "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+               "}"
+               "ao_accum *= 0.15;"
+               
+               "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+               
+               "ao_accum -= data_this_tile.r;"
+               
+               "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+               
+               "vec2 square_coords = fract( aTexCoords * 64.0 );"
+               "vec2 grid_coords = abs( square_coords - 0.5 );"
+               "float edge_contrast = (1.0-ao_accum*0.2);"
+               
+               "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+               "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+               
+               "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexMain" })
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
 )
 
 void vg_register(void)