mirror of
https://github.com/Anuken/Mindustry.git
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87 lines
2.2 KiB
GLSL
Executable File
87 lines
2.2 KiB
GLSL
Executable File
#ifdef GL_ES
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precision highp float;
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precision mediump int;
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#endif
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//shade 1 + 2
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#define s2 vec3(100.0, 93.0, 49.0) / 100.0
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#define s1 vec3(100.0, 60.0, 25.0) / 100.0
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uniform sampler2D u_texture;
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uniform vec2 camerapos;
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uniform vec2 screensize;
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uniform float time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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float snoise(vec2 v){
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const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod(i, 289.0);
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
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dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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void main(){
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vec2 c = v_texCoord.xy;
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vec4 color = texture2D(u_texture, c);
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vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
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vec2 coords = c / v + camerapos;
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float stime = time / 5.0;
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float mscl = 30.0;
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float mth = 5.0;
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//if there's something actually there
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if(color.r > 0.01){
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vec4 old = color;
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color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
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if(color.r < 0.01){
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color = old;
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}
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const float bs = 1.1;
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float n1 = snoise(coords / (30.0 * bs) + vec2(time) / 280.0);
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float n2 = snoise((coords + vec2(632.0)) / (14.0 * bs) + vec2(0.0, -time) / 290.0);
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float n3 = snoise((coords + vec2(2233.0)) / (25.0 * bs) + vec2(time, 0.0) / 380.0);
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float r = (n1 + n2 + n3) / 3.0;
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if(r < -0.5){
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color = vec4(s2, color.a);
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}else if(r < -0.2){
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color = vec4(s1, color.a);
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}
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}
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gl_FragColor = color;
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}
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