add motion vectors to all shaders
[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
7 in vec4 aColour;
8 in vec2 aUv;
9 in vec3 aNorm;
10 in vec3 aCo;
11 in vec3 aWorldCo;
12
13 #include "common_world.glsl"
14 #include "motion_vectors_fs.glsl"
15
16 void main()
17 {
18 compute_motion_vectors();
19
20 // Colour
21 // ------
22 vec3 vfrag = vec3(0.5,0.5,0.5);
23
24 // ws modulation
25 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
26
27 // Creating normal patches
28 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
29 vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
30 vec2 dir = normalize(qnorm.xz);
31 vec2 uvdiffuse = aCo.xz * 0.02;
32 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
33
34 // Patch local noise
35 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
36
37 // Colour blending
38 float amtgrass = step(qnorm.y,0.6);
39 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
40 vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
41 vfrag = texture( uTexGradients, uvgradients ).rgb;
42 vfrag = mix( vfrag, uSandColour, amtsand );
43
44 qnorm = mix( qnorm, aNorm, amtsand );
45
46 if( g_light_preview == 1 )
47 {
48 vfrag = vec3(0.5);
49 }
50
51 // Lighting
52 vec3 halfview = uCamera - aCo;
53 float fdist = length( halfview );
54 halfview /= fdist;
55
56 vfrag = do_light_diffuse( vfrag, qnorm );
57 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
58 vfrag = do_light_shadowing( vfrag );
59 vfrag = apply_fog( vfrag, fdist );
60
61 oColour = vec4(vfrag, 1.0 );
62 }