summaryrefslogtreecommitdiff
path: root/src/shaders/land.frag
blob: 3c2399033f9b4dfb95643fe47719fcf988d57239 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
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.);
}