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Last change
on this file since 12091 was
12091,
checked in by wiesep, 7 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
891 bytes
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| 1 | #version 100 |
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| 2 | |
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| 3 | precision mediump int; |
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| 4 | precision mediump float; |
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| 5 | |
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| 6 | uniform vec4 random_fractions; |
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| 7 | uniform vec4 heatBiasScale; |
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| 8 | uniform vec4 depth_modulator; |
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| 9 | |
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| 10 | uniform sampler2D Input; // output of HeatVisionCaster_fp (NdotV) |
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| 11 | uniform sampler2D NoiseMap; |
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| 12 | uniform sampler2D HeatLookup; |
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| 13 | |
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| 14 | varying vec4 diffuse; |
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| 15 | varying vec2 uv; |
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| 16 | |
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| 17 | void main() |
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| 18 | { |
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| 19 | float depth, heat, interference; |
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| 20 | |
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| 21 | // Output constant color: |
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| 22 | depth = texture2D( Input, uv ).x; |
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| 23 | depth *= (depth * depth_modulator).x; |
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| 24 | |
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| 25 | heat = (depth * heatBiasScale.y); |
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| 26 | |
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| 27 | // if (depth > 0) |
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| 28 | { |
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| 29 | interference = -0.5 + texture2D( NoiseMap, uv + vec2( random_fractions.x, random_fractions.y ) ).x; |
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| 30 | interference *= interference; |
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| 31 | interference *= 1.0 - heat; |
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| 32 | heat += interference;//+ heatBiasScale.x; |
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| 33 | } |
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| 34 | |
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| 35 | // Clamp UVs |
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| 36 | heat = max( 0.005, min( 0.995, heat ) ); |
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| 37 | gl_FragColor = texture2D( HeatLookup, vec2( heat, 0.0 ) ); |
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| 38 | } |
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| 39 | |
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