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experiment shaders in outfit
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49
modules/outfit.frag
Normal file
49
modules/outfit.frag
Normal file
@@ -0,0 +1,49 @@
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uniform float opacity;
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uniform vec4 color;
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uniform float ticks;
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uniform sampler2D texture; // outfit texture
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varying vec2 textureCoords; // outfit texture coords
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uniform sampler2D maskTexture; // outfit color mask
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uniform vec4 headColor;
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uniform vec4 bodyColor;
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uniform vec4 legsColor;
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uniform vec4 feetColor;
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vec4 calcPixel(vec2 texCoord)
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{
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vec4 pixel = texture2D(texture, texCoord);
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vec4 maskColor = texture2D(maskTexture, texCoord);
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vec4 outColor = vec4(0);
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if(maskColor.r == 1.0 && maskColor.g == 1.0) {
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outColor = headColor;
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} else if(maskColor.r == 1.0) {
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outColor = bodyColor;
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} else if(maskColor.g == 1.0) {
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outColor = legsColor;
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} else if(maskColor.b == 1.0) {
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outColor = feetColor;
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}
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if(outColor.a != 0.0)
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pixel = pixel * outColor;
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return pixel;
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}
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void main()
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{
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vec4 pixel = calcPixel(textureCoords);
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int num = 16;
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vec4 sum = vec4(0);
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int i, j;
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for(i=-num/2;i<num/2;++i) {
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for(j=-num/2;j<num/2;++j) {
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sum += calcPixel(textureCoords + vec2(i+1, j+1)*0.005) * 1.0/(num*num);
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}
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}
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sum = sin(ticks/500.0)*sum;
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gl_FragColor = pixel * color * opacity + sum;
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}
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@@ -1,3 +1,38 @@
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varying vec2 textureCoords;
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uniform float opacity;
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uniform vec4 color;
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uniform float ticks;
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, textureCoords) * color * opacity;
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}
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/*
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varying vec2 textureCoords;
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uniform vec4 color;
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uniform float ticks;
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uniform sampler2D texture;
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void main()
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{
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int num = 4;
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vec4 sum = vec4(0);
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int i, j;
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for(i=-num/2;i<num/2;++i) {
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for(j=-num/2;j<num/2;++j) {
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sum += texture2D(texture, textureCoords + vec2(i+1, j+1)*0.001) * 1.0/(num*num);
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}
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}
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float period = ticks/1000.0;
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float a = (sin(period)+1.0)/2.0;
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sum.a = 0;
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gl_FragColor = vec4(1,1,1,2) - texture2D(texture, textureCoords);
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}
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*/
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/*
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uniform sampler2D texture;
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varying vec2 textureCoords;
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@@ -31,7 +66,7 @@ void main()
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}
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}
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}
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*/
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/*
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uniform sampler2D texture;
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varying vec2 textureCoords;
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