146 lines
3.1 KiB
GLSL
146 lines
3.1 KiB
GLSL
!!ver 100 450
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!!permu FOG
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!!samps diffuse lightmap
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!!cvardf gl_mono=0
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!!cvardf gl_stipplealpha=0
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!!cvardf r_waterRipples=0
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#include "sys/defs.h"
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef LIT
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varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#ifndef ALPHA
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#define USEALPHA 1.0
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#else
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#define USEALPHA float(ALPHA)
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#endif
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// Hash functions shamefully stolen from:
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// https://www.shadertoy.com/view/4djSRW
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#define HASHSCALE1 .1031
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#define HASHSCALE3 vec3(.1031, .1030, .0973)
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float hash12(vec2 p)
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{
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vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.x + p3.y) * p3.z);
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}
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vec2 hash22(vec2 p)
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{
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vec3 p3 = fract(vec3(p.xyx) * HASHSCALE3);
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p3 += dot(p3, p3.yzx+19.19);
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return fract((p3.xx+p3.yz)*p3.zy);
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}
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+ e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+ e_time)*0.125;
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vec4 diffuse_f = texture2D(s_diffuse, ntc);
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diffuse_f *= e_colourident;
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// awful stipple alpha code
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#if gl_stipplealpha==1
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float alpha = USEALPHA * e_colourident.a;
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int x = int(mod(gl_FragCoord.x, 2.0));
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int y = int(mod(gl_FragCoord.y, 2.0));
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if (alpha <= 0.0) {
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discard;
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} else if (alpha <= 0.25) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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if (x + y == 1)
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discard;
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} else if (alpha <= 0.5) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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if (x + y == 0)
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discard;
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} else if (alpha < 1.0) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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}
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#else
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#ifdef LIT
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#define MAX_RADIUS 2
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#if r_waterRipples ==1
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float resolution = 5.0f;
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float riptime = e_time;
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vec2 uv = tc.xy * resolution;
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vec2 p0 = floor(uv);
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vec2 circles = vec2(0.);
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for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j) {
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for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i) {
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vec2 pi = p0 + vec2(i, j);
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#if DOUBLE_HASH
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vec2 hsh = hash22(pi);
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#else
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vec2 hsh = pi;
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#endif
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vec2 p = pi + hash22(hsh);
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float t = fract(0.3* riptime + hash12(hsh));
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vec2 v = p - uv;
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float d = length(v) - (float(MAX_RADIUS) + 1.)*t;
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float h = 1e-3;
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float d1 = d - h;
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float d2 = d + h;
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float p1 = sin(31.*d1) * smoothstep(-0.6, -0.3, d1) * smoothstep(0., -0.3, d1);
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float p2 = sin(31.*d2) * smoothstep(-0.6, -0.3, d2) * smoothstep(0., -0.3, d2);
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circles += .05 * normalize(v) * ((p2 - p1) / (2. * h) * (1. - t) * (1. - t));
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}
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}
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circles /= float((MAX_RADIUS*2+1)*(MAX_RADIUS*2+1));
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float intensity = mix(0.01, 0.15, smoothstep(0.1, 0.6, abs(fract(0.05* riptime + 0.5)*2.-1.)));
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vec3 n = vec3(circles, sqrt(1. - dot(circles, circles)));
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diffuse_f = texture2D(s_diffuse, tc + n.yz);
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#endif
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//diffuse_f.rgb += pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
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diffuse_f.rgb *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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#endif
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#if gl_mono==1
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float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
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diffuse_f.rgb = vec3(bw, bw, bw);
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#endif
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gl_FragColor = fog4(diffuse_f);
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}
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#endif
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