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 uniform vec4 lamp4; uniform vec4 lamp5; uniform vec4 lamp6; uniform vec4 lamp7; uniform vec4 lamp8; uniform float streamer; // turn off the noise in the light uniform float time; //used for noise uniform sampler2D atlas; uniform float nlamps; uniform float water; varying vec2 worldxy; varying vec2 norm; // Author @patriciogv - 2015 float random (vec2 st) { return fract( sin( dot(st.xy,vec2(12.9898,78.233)) ) * 43758.5453123 ); } // stolen from https://www.shadertoy.com/view/Msf3WH vec2 hash( vec2 p ) // replace this by something better { p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(p)*43758.5453123); } float noise( in vec2 p ) { const float K1 = 0.366025404; // (sqrt(3)-1)/2; const float K2 = 0.211324865; // (3-sqrt(3))/6; vec2 i = floor( p + (p.x+p.y)*K1 ); vec2 a = p - i + (i.x+i.y)*K2; float m = step(a.y,a.x); vec2 o = vec2(m,1.0-m); vec2 b = a - o + K2; vec2 c = a - 1.0 + 2.0*K2; vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); return dot( n, vec3(70.0) ); } void main() { vec4 coord = gl_FragCoord + vec4(worldxy * 256., 0, 0); /* coord.x -= worldxy.x; coord.y -= worldxy.y; */ //coord = coord / 1000.; // calculate color at this pixel vec4 normal = texture2D(atlas, norm); float color = 0.; vec4 lamp1_norm = lamp1 * 256.; color += lamp1_norm.w - distance(lamp1_norm.xy - worldxy, coord.xy); color = max(color,(lamp2.w * 256.) - distance((lamp2.xy * 256.) - worldxy, coord.xy)); color = max(color,(lamp3.w * 256.) - distance((lamp3.xy * 256.) - worldxy, coord.xy)); // divide to get a normalized color //color /= (256. * max(max(lamp1.w, lamp2.w), lamp3.w)); color /= 256. * 5.; //color = sqrt(color / 2046.); // see the normal texture under the color color = dot(vec4(color),normal) / 1.; // make the colors fuzzy near the border (or don't if we're streaming) float rng = random(vec2(coord.x, coord.y) + vec2(color, time)); color -= (pow(rng / 1.3, 10. * color)) * streamer; // add noise to water if(water > 1.) color += (noise(coord.xy + vec2(time, time)) - 0.0) * 0.1; /* */ if(color > 1.) gl_FragColor = highlight * normal.a; else if(color > 0.8) gl_FragColor = foreground * normal.a; else if(color > 0.6) gl_FragColor = midground * normal.a; else if(color > 0.4) gl_FragColor = background * normal.a; else if(color > 0.2) gl_FragColor = shadow * normal.a; else gl_FragColor = black * normal.a; /* gl_FragColor = normal* vec4(color , color, color,1.); */ //gl_FragColor = normal* vec4(color , color / 10., color / 1024.,1.); }