stinger_m/shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp

32 lines
1.1 KiB
GLSL

// imitation of the Unreal Engine 1.x ambient glow effect
vec4 ProcessLight( vec4 color )
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
// with the addition of a mask for blending the environment map with the base texture
vec4 ProcessTexel()
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
return vec4(min(col+vec3(glow),1.),base.a);
}
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
}