Shader fixes for Delta Touch.
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c6479cbbc6
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5 changed files with 16 additions and 16 deletions
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@ -5,11 +5,11 @@ vec4 ProcessLight( vec4 color )
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if ( gs.x > .5 ) return color;
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4)-.5);
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float glow = max(0.,sin(timer*4.)-.5);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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float glow = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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float glow = .25+.2*sin(timer*8.);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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@ -21,12 +21,12 @@ vec4 ProcessTexel()
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vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
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vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask,base.a);
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if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4)-.5);
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vec3 col = base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask;
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float glow = max(0.,sin(timer*4.)-.5);
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vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
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return vec4(min(col+vec3(glow),1.),base.a);
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}
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return vec4(base.rgb+texture(envtex,norm.xz*0.5+0.5).rgb*mask,base.a);
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return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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}
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