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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
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 sampler2D previous;
uniform float nlamps;
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
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,random(i+0.0)), dot(b,random(i+o)), dot(c,random(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.);
// Sett the normal texture under our lamplight
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 the water
/* */
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.);
}
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