2012-01-11 07:02:20 +00:00
|
|
|
uniform sampler2D palette;
|
|
|
|
uniform sampler2D solid;
|
|
|
|
uniform sampler2D trans;
|
|
|
|
uniform float realtime;
|
2012-01-29 01:27:28 +00:00
|
|
|
uniform vec4 fog;
|
2012-01-11 07:02:20 +00:00
|
|
|
|
|
|
|
varying vec3 direction;
|
|
|
|
|
|
|
|
const float SCALE = 189.0 / 64.0;
|
|
|
|
|
2012-01-29 01:27:28 +00:00
|
|
|
float
|
|
|
|
sqr (float x)
|
|
|
|
{
|
|
|
|
return x * x;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec4
|
|
|
|
fogBlend (vec4 color)
|
|
|
|
{
|
|
|
|
float f;
|
|
|
|
vec4 fog_color = vec4 (fog.rgb, 1.0);
|
|
|
|
|
|
|
|
f = exp (-sqr (fog.a / gl_FragCoord.w));
|
|
|
|
return mix (fog_color, color, f);
|
|
|
|
}
|
|
|
|
|
2012-01-11 07:02:20 +00:00
|
|
|
void
|
|
|
|
main (void)
|
|
|
|
{
|
|
|
|
float len;
|
|
|
|
float pix;
|
|
|
|
vec2 flow = vec2 (1.0, 1.0);
|
|
|
|
vec2 st;
|
2012-01-11 12:26:12 +00:00
|
|
|
vec3 dir = direction;
|
2012-01-11 07:02:20 +00:00
|
|
|
|
2012-01-11 12:26:12 +00:00
|
|
|
dir.z *= 3.0;
|
|
|
|
len = dot (dir, dir);
|
2012-01-11 07:02:20 +00:00
|
|
|
len = SCALE * inversesqrt (len);
|
|
|
|
|
|
|
|
st = direction.xy * len + flow * realtime / 8.0;
|
|
|
|
pix = texture2D (trans, st).r;
|
2012-01-11 12:26:12 +00:00
|
|
|
if (pix == 0.0) {
|
|
|
|
st = direction.xy * len + flow * realtime / 16.0;
|
2012-01-11 07:02:20 +00:00
|
|
|
pix = texture2D (solid, st).r;
|
|
|
|
}
|
2012-01-29 01:27:28 +00:00
|
|
|
gl_FragColor = fogBlend (texture2D (palette, vec2 (pix, 0.0)));
|
2012-01-11 07:02:20 +00:00
|
|
|
}
|