stars wip

This commit is contained in:
minjaesong
2023-08-02 17:52:42 +09:00
parent 821c7c77d8
commit 59d9adbbd1
5 changed files with 62 additions and 34 deletions

View File

@@ -1,22 +0,0 @@
#version 150
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoord0;
in vec2 v_texCoord1;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
out vec4 fragColor;
vec2 boolean = vec2(0.0, 1.0);
void main(void) {
vec4 colorTex0 = texture(u_texture, v_texCoord0); // lightmap (RGB) pre-mixed
vec4 colorTex1 = texture(tex1, v_texCoord1); // lightmap (A) pre-mixed
// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
fragColor = colorTex0;
}

View File

@@ -0,0 +1,38 @@
#version 150
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
out vec4 fragColor;
vec2 boolean = vec2(0.0, 1.0);
uniform vec2 screenSize;
uniform vec2 drawOffset; // value of the 'gradY'
uniform vec2 drawOffsetSize; // value of the 'gradH'
uniform vec2 skyboxUV1; // (u, v) for the skybox drawing
uniform vec2 skyboxUV2; // (u2, v2) for the skybox drawing
uniform vec2 tex1Size = vec2(4096.0, 4096.0);
uniform vec2 astrumScroll = vec2(0.0, 0.0);
// draw call to this function must use UV coord of (0,0,1,1)!
void main(void) {
vec2 skyboxTexCoord = mix(skyboxUV1, skyboxUV2, v_texCoords);
vec2 astrumTexCoord = (v_texCoords * drawOffsetSize + drawOffset + astrumScroll) / tex1Size;
vec4 colorTex0 = texture(u_texture, skyboxTexCoord); // lightmap (RGB) pre-mixed
vec4 colorTex1 = texture(tex1, astrumTexCoord); // lightmap (A) pre-mixed
// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
fragColor = colorTex0;
}

View File

@@ -3,17 +3,14 @@
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
in vec2 a_texCoord1;
uniform mat4 u_projTrans; // camera.combined
out vec4 v_color;
out vec2 v_texCoord0;
out vec2 v_texCoord1;
out vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoord0 = a_texCoord0;
v_texCoord1 = a_texCoord1;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}