fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.fs
1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexGradients;
3 uniform vec3 uCamera;
4 uniform vec3 uSandColour;
5 uniform vec2 uBlendOffset;
6 uniform vec3 uBoard0;
7 uniform vec3 uBoard1;
8
9 in vec2 aUv;
10 in vec4 aNorm;
11 in vec3 aCo;
12 in vec3 aWorldCo;
13 flat in ivec4 aLights;
14
15 #include "common_scene.glsl"
16 #include "motion_vectors_fs.glsl"
17
18 void main()
19 {
20 compute_motion_vectors();
21
22 // Colour
23 // ------
24 vec3 vfrag = vec3(0.5,0.5,0.5);
25
26 // ws modulation
27 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
28
29 // Creating normal patches
30 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
31 vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);
32 qnorm += vec3(0.001,0.0,0.0);
33
34 vec2 dir = normalize(qnorm.xz);
35 vec2 uvdiffuse = aCo.xz * 0.02;
36 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
37
38 // Patch local noise
39 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
40
41 // Colour blending
42 float amtgrass = step(qnorm.y,0.6);
43 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
44 vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
45 vfrag = texture( uTexGradients, uvgradients ).rgb;
46 vfrag = mix( vfrag, uSandColour, amtsand );
47
48 qnorm = mix( qnorm, aNorm.xyz, amtsand );
49
50 if( g_light_preview == 1 )
51 {
52 vfrag = vec3(0.5);
53 }
54
55 vfrag = scene_do_lighting( vfrag, qnorm );
56 oColour = vec4(vfrag, 1.0);
57 }