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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.);
}
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