regular shaders
authorhgn <hgodden00@gmail.com>
Mon, 16 Jan 2023 20:37:52 +0000 (20:37 +0000)
committerhgn <hgodden00@gmail.com>
Mon, 16 Jan 2023 20:37:52 +0000 (20:37 +0000)
build.c
shaders/terrain.h

diff --git a/build.c b/build.c
index fe51c054436b0fb8f0a31e18f2c4a4ce43a3edec..c0a79b654a6d36fe94deb373207fbd542ce2ec09 100644 (file)
--- a/build.c
+++ b/build.c
@@ -128,7 +128,7 @@ void build_shaders(void)
    _shader( "standard",  "shaders/standard.vs",  "shaders/standard.fs" );
    _shader( "vblend",    "shaders/standard.vs",  "shaders/vblend.fs" );
    _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
-   _shader( "terrain",   "shaders/standard.vs",  "shaders/terrain_fast.fs" );
+   _shader( "terrain",   "shaders/standard.vs",  "shaders/terrain.fs" );
    _shader( "alphatest", "shaders/standard.vs",  "shaders/std_alphatest.fs" );
    _shader( "route",     "shaders/standard.vs",  "shaders/route.fs" );
    _shader( "menu",      "shaders/standard.vs",  "shaders/menu.fs" );
index 8db464d8961e5e7fdf283d7aba2669f661646d65..b2730fba9ebc4ab69ed67f166affcba6aefada36 100644 (file)
@@ -213,12 +213,27 @@ static struct vg_shader _shader_terrain = {
 "   // ------\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "\n"
+"   // ws modulation\n"
+"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+"   \n"
+"   // Creating normal patches\n"
+"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+"   vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+"   vec2 dir = normalize(qnorm.xz);\n"
+"   vec2 uvdiffuse = aCo.xz * 0.02;\n"
+"   uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+"   \n"
+"   // Patch local noise\n"
+"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
 "   // Colour blending\n"
-"   float amtgrass = step(aNorm.y,0.6);\n"
-"   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0);\n"
-"   vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset;\n"
+"   float amtgrass = step(qnorm.y,0.6);\n"
+"   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
+"   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
 "   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
 "   vfrag = mix( vfrag, uSandColour, amtsand );\n"
+"\n"
+"   qnorm = mix( qnorm, aNorm, amtsand );\n"
 "   \n"
 "   if( g_light_preview == 1 )\n"
 "   {\n"
@@ -230,8 +245,8 @@ static struct vg_shader _shader_terrain = {
 "   float fdist = length( halfview );\n"
 "   halfview /= fdist;\n"
 "\n"
-"   vfrag = do_light_diffuse( vfrag, aNorm );\n"
-"   vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+"   vfrag = do_light_diffuse( vfrag, qnorm );\n"
+"   vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"