Checks each blur neighbor's material behavior before including it in the average. Solid and non-gas cells are excluded so pheromones don't bleed through walls, sand, or rock.
58 lines
2.1 KiB
GLSL
58 lines
2.1 KiB
GLSL
precision highp float;
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precision highp int;
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in vec2 vUv;
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out vec4 FragColor;
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uniform sampler2D tWorld;
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uniform sampler2D uMaterialProps;
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const float offset = 1. / WORLD_SIZE * SCENT_BLUR_RADIUS;
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const float repellentOffset = 1. / WORLD_SIZE * REPELLENT_BLUR_RADIUS;
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// returns 1.0 if materialId has GAS behavior (pheromone can diffuse through it)
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float isAir(float materialId) {
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vec4 props = texelFetch(uMaterialProps, ivec2(int(materialId), 0), 0);
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return props.r == BEHAVIOR_GAS ? 1.0 : 0.0;
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}
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void main() {
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vec4 s0 = texture(tWorld, vUv);
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float centerAir = isAir(s0.x);
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vec4 s1 = texture(tWorld, vUv + vec2(1, 1) * offset);
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vec4 s2 = texture(tWorld, vUv + vec2(-1, -1) * offset);
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vec4 s3 = texture(tWorld, vUv + vec2(-1, 1) * offset);
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vec4 s4 = texture(tWorld, vUv + vec2(1, -1) * offset);
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float a1 = isAir(s1.x);
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float a2 = isAir(s2.x);
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float a3 = isAir(s3.x);
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float a4 = isAir(s4.x);
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float scentCount = 1.0 + a1 + a2 + a3 + a4;
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float scentToHome = (s0.y + s1.y * a1 + s2.y * a2 + s3.y * a3 + s4.y * a4) / scentCount * (1. - SCENT_FADE_OUT_FACTOR) * centerAir;
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float scentToFood = (s0.z + s1.z * a1 + s2.z * a2 + s3.z * a3 + s4.z * a4) / scentCount * (1. - SCENT_FADE_OUT_FACTOR) * centerAir;
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// repellent channel uses its own diffusion radius and decay rate
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vec4 rr0 = texture(tWorld, vUv);
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vec4 rr1 = texture(tWorld, vUv + vec2(1, 1) * repellentOffset);
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vec4 rr2 = texture(tWorld, vUv + vec2(-1, -1) * repellentOffset);
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vec4 rr3 = texture(tWorld, vUv + vec2(-1, 1) * repellentOffset);
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vec4 rr4 = texture(tWorld, vUv + vec2(1, -1) * repellentOffset);
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float b1 = isAir(rr1.x);
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float b2 = isAir(rr2.x);
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float b3 = isAir(rr3.x);
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float b4 = isAir(rr4.x);
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float repellentCount = 1.0 + b1 + b2 + b3 + b4;
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float repellent = (rr0.w + rr1.w * b1 + rr2.w * b2 + rr3.w * b3 + rr4.w * b4) / repellentCount * (1. - REPELLENT_FADE_OUT_FACTOR) * centerAir;
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FragColor = vec4(
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s0.x,
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scentToHome < SCENT_THRESHOLD ? 0. : scentToHome,
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scentToFood < SCENT_THRESHOLD ? 0. : scentToFood,
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repellent < REPELLENT_THRESHOLD ? 0. : repellent
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);
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}
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