backglow, fog and tunnel neon colors (events 0 & 1)
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committed by
Diego Marcos
parent
39d36ccc3e
commit
54c22691c6
@@ -13,12 +13,14 @@ module.exports = {
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fragmentShader: `
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varying vec2 uvs;
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varying vec3 worldPos;
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uniform vec3 redColor;
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uniform vec3 blueColor;
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uniform vec3 tunnelNeon;
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uniform sampler2D src;
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void main() {
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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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col.xyz = mix(col.xyz, col.xyz * tunnelNeon, mask);
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gl_FragColor = col;
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}
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`
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@@ -11,18 +11,20 @@ module.exports = {
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`,
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fragmentShader: `
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#define FOG_RADIUS 50.0
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#define FOG_FALLOFF 45.0
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#define FOG_RADIUS 55.0
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#define FOG_FALLOFF 50.0
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#define FOG_COLOR_MULT 0.85
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varying vec2 uvs;
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varying vec3 worldPos;
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uniform vec3 redColor;
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uniform vec3 blueColor;
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uniform vec3 fogColor;
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uniform vec3 color;
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uniform sampler2D src;
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void main() {
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vec4 col = texture2D(src, uvs);
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col.xyz = mix(fogColor, col.xyz, clamp(distance(worldPos, vec3(0., 0., -FOG_RADIUS)) / FOG_FALLOFF, 0., 1.));
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float mask = step(0.5, uvs.x);
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mask = min(mask, max(step(0.75, uvs.x), 1.0 - step(0.5, uvs.y)));
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col = mix(col * vec4(color, 1.0), col, mask);
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col.xyz = mix(color * FOG_COLOR_MULT, col.xyz, clamp(distance(worldPos, vec3(0., 0., -FOG_RADIUS)) / FOG_FALLOFF, 0., 1.));
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gl_FragColor = col;
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}
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`
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