backglow, fog and tunnel neon colors (events 0 & 1)

This commit is contained in:
Diego F. Goberna
2018-12-03 23:24:18 +01:00
committed by Diego Marcos
parent 39d36ccc3e
commit 54c22691c6
11 changed files with 124 additions and 118 deletions

View File

@@ -13,12 +13,14 @@ module.exports = {
fragmentShader: `
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 redColor;
uniform vec3 blueColor;
uniform vec3 tunnelNeon;
uniform sampler2D src;
void main() {
vec4 col = texture2D(src, uvs);
float mask = min(step(0.87, uvs.x), step(0.5, uvs.y));
mask = min(mask, 1.0 - step(0.75, uvs.y));
col.xyz = mix(col.xyz, col.xyz * tunnelNeon, mask);
gl_FragColor = col;
}
`

View File

@@ -11,18 +11,20 @@ module.exports = {
`,
fragmentShader: `
#define FOG_RADIUS 50.0
#define FOG_FALLOFF 45.0
#define FOG_RADIUS 55.0
#define FOG_FALLOFF 50.0
#define FOG_COLOR_MULT 0.85
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 redColor;
uniform vec3 blueColor;
uniform vec3 fogColor;
uniform vec3 color;
uniform sampler2D src;
void main() {
vec4 col = texture2D(src, uvs);
col.xyz = mix(fogColor, col.xyz, clamp(distance(worldPos, vec3(0., 0., -FOG_RADIUS)) / FOG_FALLOFF, 0., 1.));
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.));
gl_FragColor = col;
}
`