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- #version 330 core
- in vec3 pos;
- in vec2 texCoord;
- in vec3 color;
- in vec3 transformedPos;
- out vec4 FragColor;
- uniform sampler2D tex;
- uniform vec3 team1Color;
- uniform vec3 team2Color;
- uniform float fogEnabled;
- vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
- float snoise(vec2 v){
- const vec4 C = vec4(0.211324865405187, 0.366025403784439,
- -0.577350269189626, 0.024390243902439);
- vec2 i = floor(v + dot(v, C.yy) );
- vec2 x0 = v - i + dot(i, C.xx);
- vec2 i1;
- i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
- vec4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod(i, 289.0);
- vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
- + i.x + vec3(0.0, i1.x, 1.0 ));
- vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
- dot(x12.zw,x12.zw)), 0.0);
- m = m*m ;
- m = m*m ;
- vec3 x = 2.0 * fract(p * C.www) - 1.0;
- vec3 h = abs(x) - 0.5;
- vec3 ox = floor(x + 0.5);
- vec3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
- vec3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
- void main() {
- vec4 texCol1 = texture(tex, vec2(pos.x / 64, pos.z / 64));
- FragColor = texCol1;
- float rnoise = 0;
- float gnoise = 0;
- if(color.r > 0.01f) rnoise = snoise(pos.xz / 2) * 0.5f + color.r;
- if(color.g > 0.01f) gnoise = snoise(pos.xz / 2) * 0.5f + color.g;
- if(color.r + rnoise > 0.3f){
- FragColor = vec4(team1Color, 1.0f) * 0.95f + vec4(1.0f, 1.0f, 1.0f, 1.0f) * rnoise * 0.05f;
- }
- if(color.g + gnoise > 0.3f){
- FragColor = vec4(team2Color, 1.0f) * 0.95f + vec4(1.0f, 1.0f, 1.0f, 1.0f) * gnoise * 0.05f;
- }
- if(fogEnabled > 0.5f){
- float fogBLEHHHH = 1.0f - (transformedPos.z / 128);
- vec4 fogColThingy = vec4(fogBLEHHHH, fogBLEHHHH, fogBLEHHHH, 1.0f);
- FragColor = FragColor * fogColThingy;
- }
- }
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