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K'van
Tales of MajEyal
Commits
6b9e8f62
Commit
6b9e8f62
authored
11 years ago
by
DarkGod
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parent
9811fc7d
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game/modules/tome/data/gfx/shaders/main_fbo.frag
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-259
0 additions, 259 deletions
game/modules/tome/data/gfx/shaders/main_fbo.frag
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and
259 deletions
game/modules/tome/data/gfx/shaders/main_fbo.frag
+
0
−
259
View file @
6b9e8f62
...
...
@@ -2,10 +2,6 @@ uniform float hp_warning;
uniform
float
air_warning
;
uniform
float
death_warning
;
uniform
float
solipsism_warning
;
uniform
float
wobbling
;
uniform
float
motionblur
;
uniform
float
underwater
;
uniform
float
blur
;
uniform
float
tick
;
uniform
sampler2D
noisevol
;
uniform
vec2
texSize
;
...
...
@@ -13,265 +9,10 @@ uniform sampler2D tex;
uniform
vec4
colorize
;
uniform
vec4
intensify
;
// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.
//
// Attribution-ShareAlike CC License.
#ifdef GL_ES
precision
highp
float
;
#endif
uniform
vec2
mapCoord
;
const
float
PI
=
3
.
1415926535897932
;
// play with these parameters to custimize the effect
// ===================================================
//speed
const
float
speed
=
0
.
05
;
const
float
speed_x
=
0
.
3
;
const
float
speed_y
=
0
.
3
;
// refraction
const
float
emboss
=
0
.
05
;
const
float
intensity
=
0
.
4
;
const
int
steps
=
6
;
const
float
frequency
=
100
.
0
;
const
int
angle
=
7
;
// better when a prime
// reflection
const
float
delta
=
60
.;
const
float
intence
=
700
.;
const
float
reflectionCutOff
=
0
.
012
;
const
float
reflectionIntence
=
200000
.;
// ===================================================
float
time
=
tick
/
30000
.
0
;
float
col
(
vec2
coord
)
{
float
delta_theta
=
2
.
0
*
PI
/
float
(
angle
);
float
col
=
0
.
0
;
float
theta
=
0
.
0
;
for
(
int
i
=
0
;
i
<
steps
;
i
++
)
{
vec2
adjc
=
coord
;
theta
=
delta_theta
*
float
(
i
);
adjc
.
x
+=
cos
(
theta
)
*
time
*
speed
+
time
*
speed_x
;
adjc
.
y
-=
sin
(
theta
)
*
time
*
speed
-
time
*
speed_y
;
col
=
col
+
cos
(
(
adjc
.
x
*
cos
(
theta
)
-
adjc
.
y
*
sin
(
theta
))
*
frequency
)
*
intensity
;
}
return
cos
(
col
);
}
vec4
permute
(
vec4
x
)
{
return
mod
(
(
(
x
*
34
.
0
)
+
1
.
0
)
*
x
,
289
.
0
);
}
vec4
taylorInvSqrt
(
vec4
r
)
{
return
1
.
79284291400159
-
0
.
85373472095314
*
r
;
}
float
snoise
(
vec3
v
)
{
const
vec2
C
=
vec2
(
1
.
0
/
6
.
0
,
1
.
0
/
3
.
0
);
const
vec4
D
=
vec4
(
0
.
0
,
0
.
5
,
1
.
0
,
2
.
0
);
// First corner
vec3
i
=
floor
(
v
+
dot
(
v
,
C
.
yyy
)
);
vec3
x0
=
v
-
i
+
dot
(
i
,
C
.
xxx
);
// Other corners
vec3
g
=
step
(
x0
.
yzx
,
x0
.
xyz
);
vec3
l
=
1
.
0
-
g
;
vec3
i1
=
min
(
g
.
xyz
,
l
.
zxy
);
vec3
i2
=
max
(
g
.
xyz
,
l
.
zxy
);
vec3
x1
=
x0
-
i1
+
1
.
0
*
C
.
xxx
;
vec3
x2
=
x0
-
i2
+
2
.
0
*
C
.
xxx
;
vec3
x3
=
x0
-
1
.
+
3
.
0
*
C
.
xxx
;
// Permutations
i
=
mod
(
i
,
289
.
0
);
vec4
p
=
permute
(
permute
(
permute
(
i
.
z
+
vec4
(
0
.
0
,
i1
.
z
,
i2
.
z
,
1
.
0
)
)
+
i
.
y
+
vec4
(
0
.
0
,
i1
.
y
,
i2
.
y
,
1
.
0
)
)
+
i
.
x
+
vec4
(
0
.
0
,
i1
.
x
,
i2
.
x
,
1
.
0
)
);
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float
n_
=
1
.
0
/
7
.
0
;
// N=7
vec3
ns
=
n_
*
D
.
wyz
-
D
.
xzx
;
vec4
j
=
p
-
49
.
0
*
floor
(
p
*
ns
.
z
*
ns
.
z
);
// mod(p,N*N)
vec4
x_
=
floor
(
j
*
ns
.
z
);
vec4
y_
=
floor
(
j
-
7
.
0
*
x_
);
// mod(j,N)
vec4
x
=
x_
*
ns
.
x
+
ns
.
yyyy
;
vec4
y
=
y_
*
ns
.
x
+
ns
.
yyyy
;
vec4
h
=
1
.
0
-
abs
(
x
)
-
abs
(
y
);
vec4
b0
=
vec4
(
x
.
xy
,
y
.
xy
);
vec4
b1
=
vec4
(
x
.
zw
,
y
.
zw
);
vec4
s0
=
floor
(
b0
)
*
2
.
0
+
1
.
0
;
vec4
s1
=
floor
(
b1
)
*
2
.
0
+
1
.
0
;
vec4
sh
=
-
step
(
h
,
vec4
(
0
.
0
)
);
vec4
a0
=
b0
.
xzyw
+
s0
.
xzyw
*
sh
.
xxyy
;
vec4
a1
=
b1
.
xzyw
+
s1
.
xzyw
*
sh
.
zzww
;
vec3
p0
=
vec3
(
a0
.
xy
,
h
.
x
);
vec3
p1
=
vec3
(
a0
.
zw
,
h
.
y
);
vec3
p2
=
vec3
(
a1
.
xy
,
h
.
z
);
vec3
p3
=
vec3
(
a1
.
zw
,
h
.
w
);
// Normalise gradients
vec4
norm
=
taylorInvSqrt
(
vec4
(
dot
(
p0
,
p0
),
dot
(
p1
,
p1
),
dot
(
p2
,
p2
),
dot
(
p3
,
p3
)
)
);
p0
*=
norm
.
x
;
p1
*=
norm
.
y
;
p2
*=
norm
.
z
;
p3
*=
norm
.
w
;
// Mix final noise value
vec4
m
=
max
(
0
.
6
-
vec4
(
dot
(
x0
,
x0
),
dot
(
x1
,
x1
),
dot
(
x2
,
x2
),
dot
(
x3
,
x3
)
),
0
.
0
);
m
=
m
*
m
;
return
42
.
0
*
dot
(
m
*
m
,
vec4
(
dot
(
p0
,
x0
),
dot
(
p1
,
x1
),
dot
(
p2
,
x2
),
dot
(
p3
,
x3
)
)
);
}
vec2
snoise2
(
vec3
pos
)
{
return
vec2
(
snoise
(
pos
),
snoise
(
pos
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
)));
}
void
main
(
void
)
{
gl_FragColor
=
texture2D
(
tex
,
gl_TexCoord
[
0
].
xy
);
/*vec2 offset =
vec4 offsetColor = texture2D(tex, gl_TexCoord[0].xy);*/
if
(
wobbling
>
0
.
0
)
{
float
scaledTime
=
tick
/
5000
.
0
;
vec2
coord
=
gl_TexCoord
[
0
].
xy
;
coord
.
x
*=
texSize
.
x
/
texSize
.
y
;
vec2
offset
=
snoise2
(
vec3
(
coord
/
2
.
0
,
scaledTime
/
0
.
25
))
*
0
.
33
*
3
.
0
+
snoise2
(
vec3
(
coord
/
2
.
0
,
scaledTime
/
2
.
0
))
*
0
.
0
+
snoise2
(
vec3
(
coord
/
4
.
0
,
scaledTime
/
4
.
0
))
*
0
.
0
;
offset
.
x
*=
texSize
.
x
/
texSize
.
y
;
float
ratio
=
clamp
(
1
.
5
*
pow
(
length
(
vec2
(
0
.
5
,
0
.
5
)
-
gl_TexCoord
[
0
].
xy
)
/
(
0
.
7071
),
2
.
0
),
0
.
0
,
1
.
0
);
//sqrt(2) / 2 = 0.7071
ratio
*=
(
1
.
0
+
snoise2
(
vec3
(
coord
/
2
.
0
,
scaledTime
/
0
.
25
+
10
.
0
)))
*
0
.
5
;
gl_FragColor
=
texture2D
(
tex
,
gl_TexCoord
[
0
].
xy
)
*
(
1
.
0
-
ratio
)
+
texture2D
(
tex
,
gl_TexCoord
[
0
].
xy
+
offset
*
0
.
01
*
wobbling
)
*
ratio
;
}
else
if
(
motionblur
>
0
.
0
)
{
int
blursize
=
int
(
motionblur
);
vec2
offset
=
0
.
8
/
texSize
;
float
fTime0_X
=
tick
/
20000
.
0
;
float
coord
=
gl_TexCoord
[
0
].
x
+
gl_TexCoord
[
0
].
y
*
texSize
[
0
];
float
noisy1
=
texture2D
(
noisevol
,
vec2
(
coord
,
fTime0_X
)).
r
;
float
noisy2
=
texture2D
(
noisevol
,
vec2
(
coord
/
5
.
0
,
fTime0_X
/
1
.
5
)).
r
;
float
noisy3
=
texture2D
(
noisevol
,
vec2
(
coord
/
7
.
0
,
fTime0_X
/
2
.
0
)).
r
;
float
noisy
=
(
noisy1
+
noisy2
+
noisy3
)
/
3
.
0
;
// Center Pixel
vec4
sample
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
float
factor
=
((
float
(
blursize
)
*
2
.
0
)
+
1
.
0
);
factor
=
factor
*
factor
;
if
(
noisy
<
0
.
25
)
{
for
(
int
i
=
-
blursize
;
i
<=
0
;
i
++
)
{
for
(
int
j
=
-
blursize
;
j
<=
0
;
j
++
)
{
sample
+=
texture2D
(
tex
,
vec2
(
gl_TexCoord
[
0
].
xy
+
vec2
(
float
(
i
)
*
offset
.
x
,
float
(
j
)
*
offset
.
y
)));
}
}
}
else
if
(
noisy
<
0
.
50
)
{
for
(
int
i
=
0
;
i
<=
blursize
;
i
++
)
{
for
(
int
j
=
0
;
j
<=
blursize
;
j
++
)
{
sample
+=
texture2D
(
tex
,
vec2
(
gl_TexCoord
[
0
].
xy
+
vec2
(
float
(
i
)
*
offset
.
x
,
float
(
j
)
*
offset
.
y
)));
}
}
}
else
if
(
noisy
<
0
.
75
)
{
for
(
int
i
=
0
;
i
<=
blursize
;
i
++
)
{
for
(
int
j
=
-
blursize
;
j
<=
0
;
j
++
)
{
sample
+=
texture2D
(
tex
,
vec2
(
gl_TexCoord
[
0
].
xy
+
vec2
(
float
(
i
)
*
offset
.
x
,
float
(
j
)
*
offset
.
y
)));
}
}
}
else
{
for
(
int
i
=
-
blursize
;
i
<=
0
;
i
++
)
{
for
(
int
j
=
0
;
j
<=
blursize
;
j
++
)
{
sample
+=
texture2D
(
tex
,
vec2
(
gl_TexCoord
[
0
].
xy
+
vec2
(
float
(
i
)
*
offset
.
x
,
float
(
j
)
*
offset
.
y
)));
}
}
}
sample
/=
float
((
motionblur
*
1
.
5
)
*
(
motionblur
*
0
.
5
));
// gl_FragColor = sample * (0.3 + noise * 0.7);
gl_FragColor
=
sample
;
}
else
if
(
blur
>
0
.
0
)
{
int
blursize
=
int
(
blur
);
vec2
offset
=
1
.
0
/
texSize
;
// Center Pixel
vec4
sample
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
float
factor
=
((
float
(
blursize
)
*
2
.
0
)
+
1
.
0
);
factor
=
factor
*
factor
;
for
(
int
i
=
-
blursize
;
i
<=
blursize
;
i
++
)
{
for
(
int
j
=
-
blursize
;
j
<=
blursize
;
j
++
)
{
sample
+=
texture2D
(
tex
,
vec2
(
gl_TexCoord
[
0
].
xy
+
vec2
(
float
(
i
)
*
offset
.
x
,
float
(
j
)
*
offset
.
y
)));
}
}
sample
/=
(
blur
*
2
.
0
)
*
(
blur
*
2
.
0
);
gl_FragColor
=
sample
;
}
if
(
colorize
.
r
>
0
.
0
||
colorize
.
g
>
0
.
0
||
colorize
.
b
>
0
.
0
)
{
float
grey
=
(
gl_FragColor
.
r
*
0
.
3
+
gl_FragColor
.
g
*
0
.
59
+
gl_FragColor
.
b
*
0
.
11
)
*
colorize
.
a
;
...
...
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