#pragma anki vertShaderBegins attribute vec3 position; attribute vec3 normal; //attribute vec2 texCoords; //varying vec2 texCoords_v2f; varying vec3 normal_v2f; void main() { //texCoords_v2f = texCoords; normal_v2f = gl_NormalMatrix * normal; gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); } #pragma anki fragShaderBegins #pragma anki include "shaders/pack.glsl" uniform sampler2D diffuseMap, noise_map; //varying vec2 texCoords_v2f; varying vec3 normal_v2f; void main() { /*vec3 _noise = DecodeNormal( texture2D( noise_map, gl_FragCoord.xy*vec2( 1.0/R_W, 1.0/R_H ) ).rg ).rgb; _noise = _noise * 2 - 1; _noise *= 7.0;*/ vec4 _texel = texture2D( diffuseMap, (gl_FragCoord.xy+(normal_v2f.z*50))*vec2( 1.0/R_W, 1.0/R_H ) ) * 0.75; //vec4 _texel = texture2D( diffuseMap, gl_FragCoord.xy*vec2( 1.0/R_W, 1.0/R_H ) ); gl_FragData[0] = _texel; //if( normal_v2f.z > 0.5 ) discard; //gl_FragData[0] = vec4( normal_v2f.z ); }