Messing with shader.
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@@ -1,12 +1,24 @@
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#version 120
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uniform mat4 gl_ProjectionMatrix;
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uniform mat4 gl_ModelViewMatrix;
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//uniform mat4 inverse_view_proj;
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uniform float screen_width;
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uniform float screen_height;
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uniform int time; // Passed in, see ShaderHelper.java
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uniform float percentile; // Passed in via Callback
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uniform int highlight;
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uniform vec3 blockpos;
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uniform vec3 firstpos;
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uniform vec3 secondpos;
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uniform sampler2D image;
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uniform sampler2D mask;
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varying vec4 position;
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// Simplex 3D Noise
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// by Ian McEwan, Ashima Arts
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//
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@@ -82,7 +94,26 @@ float snoise(vec3 v){
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dot(p2,x2), dot(p3,x3) ) );
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}
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vec3 getWorldPosition() {
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// Convert screen coordinates to normalized device coordinates (NDC)
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vec4 ndc = vec4(
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(gl_FragCoord.x / screen_width - 0.5) * 2.0,
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(gl_FragCoord.y / screen_height - 0.5) * 2.0,
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(gl_FragCoord.z - 0.5) * 2.0,
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1.0);
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// Convert NDC throuch inverse clip coordinates to view coordinates
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vec4 clip = transpose(gl_ModelViewMatrix) * ndc;
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vec3 vertex = (clip / clip.w).xyz;
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return vertex;
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}
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void main() {
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vec3 worldpos = getWorldPosition();
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float noise = worldpos.x / 300.0;//snoise(worldpos);
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vec2 texcoord = vec2(gl_TexCoord[0]);
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vec4 color = texture2D(image, texcoord);
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@@ -90,44 +121,34 @@ void main() {
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vec2 maskcoord = texcoord + vec2(relBlockPos.x + relBlockPos.y, relBlockPos.z + relBlockPos.y);
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vec4 maskColor = texture2D(mask, maskcoord);
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float maskgs = maskColor.r;
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//maskgs = snoise(blockpos / 32.0 + );
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maskgs = noise;
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float r = color.r * gl_Color.r;
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float g = color.g * gl_Color.g;
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float b = color.b * gl_Color.b;
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float a = color.a; // Ignore gl_Color.a as we don't want to make use of that for the dissolve effect
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r -= 0.1;
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g += 0.0;
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b += 0.1;
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r = noise;
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g = noise;
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b = noise;
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float pulse = (sin(time / 5.0) + 1.0) / 2.0;
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pulse = 1.0;//pulse / 2.0 + 0.5;
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vec4 pulseColor = texture2D(mask, maskcoord + time / 400.0);
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vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x - time / 400.0, maskcoord.y - time / 400.0));
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float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
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r -= r * pulseColor.r * pulse * 0.2;
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g += (1.0 - g) * pulseColor.r * pulse * 0.2;
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b += (1.0 - b) * pulseColor.r * pulse * 0.8;
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r -= r * pulseColor2.r * pulse * 0.4;
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g += (1.0 - g) * pulseColor2.r * pulse * 0.2;
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b += (1.0 - b) * pulseColor2.r * pulse;
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// float exr1 = sin(texcoord.x * 2 + texcoord.y * 10 + time * 0.035);
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// float exr2 = sin(texcoord.x * 20 + texcoord.y * 2 + time * 0.15);
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// float exr3 = sin(texcoord.x * 1 + texcoord.y * 90 + time * 0.75);
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// float w1 = (cos(time * 0.1) + 1) * 0.5;
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// float w2 = (sin(time * 0.08) + 1) * 0.5;
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// float w3 = (cos(time * 0.001) + 1) * 0.5;
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// float w = w1 + w2 + w3;
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// float exr = (exr1 * w1 + exr2 * w2 + exr3 * w3) / w * 0.1;
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// r += exr;
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// g -= exr;
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// r -= 0.1;
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// g += 0.0;
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// b += 0.1;
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//
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// float pulse = (sin(time / 5.0) + 1.0) / 2.0;
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// pulse = 1.0;//pulse / 2.0 + 0.5;
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// vec4 pulseColor = texture2D(mask, maskcoord + time / 700.0);
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// vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x + time / 600.0, maskcoord.y - time / 600.0));
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// float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
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//
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// r -= r * pulseColor.r * pulse * 0.2;
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// g += (1.0 - g) * pulseColor.r * pulse * 0.2;
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// b += (1.0 - b) * pulseColor.r * pulse * 0.8;
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//
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// r -= r * pulseColor2.r * pulse * 0.4;
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// g += (1.0 - g) * pulseColor2.r * pulse * 0.2;
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// b += (1.0 - b) * pulseColor2.r * pulse;
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if(highlight == 1) {
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r += 0.0;
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@@ -0,0 +1,20 @@
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#version 120
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uniform int time; // Passed in, see ShaderHelper.java
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uniform float percentile; // Passed in via Callback
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uniform int highlight;
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uniform vec3 blockpos;
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uniform vec3 firstpos;
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uniform vec3 secondpos;
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uniform sampler2D image;
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uniform sampler2D mask;
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varying vec4 position;
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void main() {
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gl_Position = ftransform();//gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0 + 0.01;
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position = gl_Vertex;
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}
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