supermedium brand colors

This commit is contained in:
Diego F. Goberna
2018-12-06 22:17:21 +01:00
committed by Diego Marcos
parent 6d78a80525
commit 09685d7bd8
24 changed files with 2812 additions and 2674 deletions

View File

@@ -12,19 +12,30 @@ module.exports = {
fragmentShader: `
#define FOG_RADIUS 55.0
#define FOG_FALLOFF 50.0
#define FOG_COLOR_MULT 0.85
#define FOG_FALLOFF 48.0
#define FOG_COLOR_MULT 0.8
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 color;
uniform vec3 skyColor;
uniform vec3 backglowColor;
uniform sampler2D src;
void main() {
vec4 col = texture2D(src, uvs);
float mask = step(0.5, uvs.x);
mask = min(mask, max(step(0.75, uvs.x), 1.0 - step(0.5, uvs.y)));
col = mix(col * vec4(color, 1.0), col, mask);
col.xyz = mix(color * FOG_COLOR_MULT, col.xyz, clamp(distance(worldPos, vec3(0., 0., -FOG_RADIUS)) / FOG_FALLOFF, 0., 1.));
float mask;
// bg
mask = step(0.5, uvs.x);
col.xyz = mix(col.xyz * skyColor, col.xyz, mask);
// backglow
mask = step(0.5, uvs.x) * step(0.5, uvs.y) * (1.0 - step(0.75, uvs.x));
col.xyz = mix(col.xyz, col.xyz * backglowColor, mask);
float fogDensity = 1.0 - pow(clamp(distance(worldPos, vec3(0., 0., -FOG_RADIUS)) / FOG_FALLOFF, 0.0, 1.0), 1.5);
fogDensity += clamp(0.2 - pow(distance(worldPos, vec3(0.0, 0.0, worldPos.z)) / 10.0, 2.0), 0.0, 1.0);
col.xyz = mix(col.xyz, backglowColor * FOG_COLOR_MULT, fogDensity);
gl_FragColor = col;
}
`