corridor, laser neons
This commit is contained in:
committed by
Diego Marcos
parent
f1e9765e5e
commit
28bae66b20
@@ -14,13 +14,31 @@ module.exports = {
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varying vec2 uvs;
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varying vec3 worldPos;
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uniform vec3 tunnelNeon;
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uniform vec3 leftLaser;
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uniform vec3 rightLaser;
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uniform vec3 floorNeon;
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uniform sampler2D src;
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void main() {
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float mask;
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vec4 col = texture2D(src, uvs);
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float mask = min(step(0.87, uvs.x), step(0.5, uvs.y));
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mask = min(mask, 1.0 - step(0.75, uvs.y));
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// tunnel neon
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mask = step(0.87, uvs.x) * step(0.5, uvs.y) * (1.0 - step(0.935, uvs.x)) * ( 1.0 - step(0.75, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * tunnelNeon, mask);
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// floor & corridor neons
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mask = step(0.935, uvs.x) * step(0.5, uvs.y) * ( 1.0 - step(0.75, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * floorNeon, mask);
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// left laser
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mask = step(0.5, uvs.x) * (1.0 - step(0.625, uvs.x)) * (1.0 - step(0.5, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * leftLaser, mask);
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// right laser
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mask = step(0.625, uvs.x) * (1.0 - step(0.75, uvs.x)) * (1.0 - step(0.5, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * rightLaser, mask);
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gl_FragColor = col;
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}
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`
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