cub3d/assets/shaders/frag.glsl

69 lines
2.0 KiB
GLSL

#version 330 core
in vec2 TexCoord;
flat in int TexIndex;
out vec4 FragColor;
uniform sampler2D Texture0;
uniform sampler2D Texture1;
uniform sampler2D Texture2;
uniform sampler2D Texture3;
uniform float u_time;
uniform float u_battery;
uniform vec2 u_resolution;
float rand(vec2 co) {
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
void main()
{
vec4 texColor;
switch (TexIndex) {
case 0: texColor = texture(Texture0, TexCoord); break;
case 1: texColor = texture(Texture1, TexCoord); break;
case 2: texColor = texture(Texture2, TexCoord); break;
case 3: texColor = texture(Texture3, TexCoord); break;
default: texColor = vec4(1.0, 0.0, 0.0, 1.0); break;
}
if (TexIndex == 1) {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
uv.x *= u_resolution.x / u_resolution.y;
float blockSize = 6.0;
float strength = 1.0 - u_battery;
vec2 blockUV = floor(gl_FragCoord.xy / blockSize);
float noise = hash(blockUV + vec2(u_time * 3.0, u_time * 7.0));
float noise2 = hash(blockUV + vec2(u_time * 13.0, u_time * 3.0));
float noise3 = hash(blockUV + vec2(u_time * 17.0, u_time * 13.0));
// Horizontal bands
noise *= 0.9 + 0.1 * sin(uv.y * 400.0);
noise2 *= 0.9 + 0.1 * sin(uv.y * 400.0);
noise3 *= 0.9 + 0.1 * sin(uv.y * 400.0);
float offset = 0.001 / (u_battery * u_battery + 0.001 );
float r = texture(Texture1, TexCoord + vec2(offset * 5, 0.0)).r;
float g = texture(Texture1, TexCoord + vec2(0.0, offset * 2.0)).g;
float b = texture(Texture1, TexCoord - vec2(offset, 0.0)).b;
vec3 color = vec3(r, g, b);
vec3 noisyColor = mix(color.rgb, vec3(noise, noise2, noise3), strength / 2);
// float flicker = 0.75 + sin(u_time * 6.0 + sin(u_time * 3)) * 0.25;
float flicker = 0.75 + 0.25 * sin(u_time + sin(u_time * 7.0));
FragColor = vec4(noisyColor, texColor.a * flicker);
} else {
FragColor = texColor;
}
}