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154 | void mat_timed::disable (view &ctx) |
154 | void mat_timed::disable (view &ctx) |
155 | { |
155 | { |
156 | material::disable (ctx); |
156 | material::disable (ctx); |
157 | } |
157 | } |
158 | |
158 | |
159 | shader::varying_3f fish; |
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160 | |
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161 | void mat_timed::vsh (view &ctx) |
159 | void mat_timed::vsh (view &ctx) |
162 | { |
160 | { |
163 | using namespace shader::compile; |
161 | using namespace shader::compile; |
164 | std_vsh (); |
162 | std_vsh (); |
165 | |
163 | |
166 | if (ctx.pass->l) |
164 | if (ctx.pass->l) |
167 | { |
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168 | f_normal = normal_matrix * vin.normal; |
165 | f_normal = normal_matrix * vin.normal; |
169 | fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2; |
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170 | } |
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171 | } |
166 | } |
172 | |
167 | |
173 | void mat_timed::fsh (view &ctx) |
168 | void mat_timed::fsh (view &ctx) |
174 | { |
169 | { |
175 | using namespace shader::compile; |
170 | using namespace shader::compile; |
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177 | if (ctx.pass->l) |
172 | if (ctx.pass->l) |
178 | { |
173 | { |
179 | temp_1f fac; |
174 | temp_1f fac; |
180 | temp_3f normal; |
175 | temp_3f normal; |
181 | |
176 | |
182 | normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3); |
177 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
183 | |
178 | |
184 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
179 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
185 | |
180 | |
186 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
181 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
187 | } |
182 | } |