10e5d9d524a9cb40e23ddb9d050b04f7180e3281
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexGarbage;
4 uniform sampler2D uTexGradients;
5
6 in vec4 aColour;
7 in vec2 aUv;
8 in vec3 aNorm;
9 in vec3 aCo;
10
11 void main()
12 {
13 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
14 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
15 vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;
16
17 vec2 dir = normalize(qnorm.xz);
18 vec2 uvdiffuse = aCo.xz * 0.02;
19 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
20
21 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
22 float amtgrass = step(qnorm.y,0.6);
23 vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
24 vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
25
26 vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
27 float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);
28
29 FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);
30 }