df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / 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 vec4 aColour;
10 in vec2 aUv;
11 in vec3 aNorm;
12 in vec3 aCo;
13 in vec3 aWorldCo;
14
15 #include "common_world.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*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
32 vec2 dir = normalize(qnorm.xz);
33 vec2 uvdiffuse = aCo.xz * 0.02;
34 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
35
36 // Patch local noise
37 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
38
39 // Colour blending
40 float amtgrass = step(qnorm.y,0.6);
41 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
42 vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
43 vfrag = texture( uTexGradients, uvgradients ).rgb;
44 vfrag = mix( vfrag, uSandColour, amtsand );
45
46 qnorm = mix( qnorm, aNorm, amtsand );
47
48 if( g_light_preview == 1 )
49 {
50 vfrag = vec3(0.5);
51 }
52
53 // Lighting
54 vec3 halfview = uCamera - aCo;
55 float fdist = length( halfview );
56 halfview /= fdist;
57
58 vfrag = do_light_diffuse( vfrag, qnorm );
59 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
60 vfrag = do_light_shadowing( vfrag );
61 vfrag = apply_fog( vfrag, fdist );
62
63 oColour = vec4(vfrag, 1.0 );
64 }