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https://github.com/nzp-team/fteqw.git
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44 lines
787 B
Text
44 lines
787 B
Text
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!!permu FOG
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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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varying vec4 vc;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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void main ()
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{
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gl_FragColor = vec4(0.5,0.5,0.5,1);//texture2D(s_diffuse, tc.xy);
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vec2 st = (tc-floor(tc)) - 0.5;
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st *= 2.0;
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float dist = sqrt(dot(st,st));
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float ring = 1.0 + smoothstep(0.9, 1.0, dist)
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- smoothstep(0.8, 0.9, dist);
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//fade out the rim
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if ((atan(st.t, st.s)+3.14)/6.28 > vc.a)
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gl_FragColor.a *= 0.25;
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gl_FragColor.rgb *= mix(vc.rgb, vec3(0.0), ring);
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//gl_FragColor.a;
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//and finally hide it all if we're fogged.
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#ifdef FOG
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gl_FragColor = fog4additive(gl_FragColor);
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#endif
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}
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#endif
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