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#version 120
varying vec4 passColour;
varying vec3 passNormal;
uniform sampler2D textureIn;
uniform int millis;
uniform int eventMillis;
uniform float eventRand; //0-1
void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
vec2 texCoord = gl_TexCoord[0].st + vec2(mod(millis/100.0f,1024.0f)/1024.0f, 421.0f/1024.0f);
vec4 extra = vec4(0,0,0,0);
if(eventRand < 0.4f) {
vec2 extraPos = vec2(45.0f+eventRand/0.4f*250.0f, eventMillis/300.0f*550.0f)/1024.0f;
vec2 extraTexCoord = vec2(48.0f/1024.0f-(gl_TexCoord[0].t-extraPos.y), gl_TexCoord[0].s-extraPos.x+894.0f/1024.0f);
if(extraTexCoord.x > 0.0f && extraTexCoord.x < 200.0f/1024.0f) {
if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
extra = texture2D(textureIn, extraTexCoord);
}
}
} else if(eventRand < 0.45f) {
vec2 extraPos = vec2(-30.0f+eventMillis/2000f*370.0f, 50.0f+(eventRand-0.4f)/0.05f*300.0f)/1024.0f;
vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+248.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
if(extraTexCoord.x > 200.0f/1024.0f && extraTexCoord.x < 300.0f/1024.0f) {
if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
extra = texture2D(textureIn, extraTexCoord);
}
}
} else if(eventRand < 0.47f) {
vec2 extraPos = vec2(-30.0f+eventMillis/2000f*370.0f, 50.0f+(eventRand-0.45f)/0.02f*300.0f)/1024.0f;
vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+348.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
if(extraTexCoord.x > 300.0f/1024.0f && extraTexCoord.x < 400.0f/1024.0f) {
if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
extra = texture2D(textureIn, extraTexCoord);
}
}
} else if(eventRand < 0.48f) {
vec2 extraPos = vec2(-30.0f+eventMillis/2000f*370.0f, 50.0f+(eventRand-0.47f)/0.01f*300.0f)/1024.0f;
vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+448.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
if(extraTexCoord.x > 400.0f/1024.0f && extraTexCoord.x < 500.0f/1024.0f) {
if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
extra = texture2D(textureIn, extraTexCoord);
}
}
}
vec3 space = texture2D(textureIn, texCoord).rgb;
gl_FragColor = vec4(texture.rgb*texture.a + extra.rgb*extra.a*(1.0f-texture.a) + space*(1.0f-texture.a)*(1.0f-extra.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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