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authorAlexander M Pickering <alex@cogarr.net>2025-01-21 16:02:51 -0600
committerAlexander M Pickering <alex@cogarr.net>2025-01-21 16:02:51 -0600
commit0370d64b3bd7914be55358817e52bbc8a529a7d3 (patch)
treea717bb9582f8a4c8dc7caf0d455e25113c7b8704 /src/shaders/land.frag
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+precision mediump float;
+uniform vec4 black;
+uniform vec4 outline;
+uniform vec4 highlight;
+uniform vec4 foreground;
+uniform vec4 midground;
+uniform vec4 shadow;
+uniform vec4 background;
+uniform vec4 lamp1; //vec3 position, float strength
+uniform vec4 lamp2;
+uniform vec4 lamp3; // max 3 lamps per shaded vertex
+varying vec2 worldxy;
+varying mat4 pre;
+
+// Author @patriciogv - 2015
+float random (vec2 st) {
+ return fract(
+ sin(
+ dot(st.xy,vec2(12.9898,78.233))
+ ) *
+ 43758.5453123
+ );
+}
+
+void main() {
+ vec4 coord = gl_FragCoord + vec4(worldxy * 256., 0, 0);
+ /*
+ coord.x -= worldxy.x;
+ coord.y -= worldxy.y;
+ */
+ //coord = coord / 1000.;
+ float color = 0.;
+ vec2 lamppos = (lamp1.xy * 256.) - (worldxy * 1.);
+ color += (lamp1.w * 256.) - distance((lamp1.xy * 256.) - worldxy, coord.xy);
+ /*
+ if(color > 1.)
+ gl_FragColor = highlight;
+ else if(color > 0.8)
+ gl_FragColor = foreground;
+ else if(color > 0.6)
+ gl_FragColor = midground;
+ else if(color > 0.4)
+ gl_FragColor = background;
+ else if(color > 0.2)
+ gl_FragColor = shadow;
+ else
+ gl_FragColor = black;
+ */
+ gl_FragColor = vec4(color / (256. * lamp1.w), color / (256. * lamp1.w), color / (256. * lamp1.w),1.);
+}