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#version 120
varying vec4 passColour;
varying vec3 passNormal;
uniform sampler2D textureIn;
uniform int millis;
void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
float t = gl_TexCoord[0].t;
t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f);
float index = mod(millis/30.0f-t*1024.0f, 1024.0f);
float xIndex = mod(index, 1024.0f);
float yIndex = mod(gl_TexCoord[0].s*1024.0f+millis/500.0f, 421.0f)+421.0f;
vec3 lava = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz;
float factor = (lava.r / 0.65f)*(lava.r / 0.65f);
lava.r += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f+sin(mod(millis/500.0f, 6.28f))*factor*0.15f;
lava.g += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
lava.b += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
gl_FragColor = vec4(texture.rgb*texture.a + lava*(1.0f-texture.a), 1.0f) * passColour;
vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f));
vec3 normNormal = normalize(passNormal);
float shading = max(0.6f, dot(fakeSunNormal, normNormal));
gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);
}
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