update model format
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexGarbage;
4 uniform sampler2D uTexGradients;
5 uniform vec3 uCamera;
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
15 void main()
16 {
17 vec3 vfrag = vec3(0.5,0.5,0.5);
18
19 // ws modulation
20 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
21
22 // Creating normal patches
23 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
24 vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
25 vec2 dir = normalize(qnorm.xz);
26 vec2 uvdiffuse = aCo.xz * 0.02;
27 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
28
29 // Patch local noise
30 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
31
32 // Colour blending
33 float amtgrass = step(qnorm.y,0.6);
34 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
35 vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );
36 vfrag = texture( uTexGradients, uvgradients ).rgb;
37 vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );
38
39 qnorm = mix( qnorm, aNorm, amtsand );
40
41 if( g_light_preview == 1 )
42 {
43 vfrag = vec3(0.5);
44 }
45
46 // Lighting
47 vec3 halfview = uCamera - aCo;
48 float fdist = length( halfview );
49 halfview /= fdist;
50
51 vfrag = do_light_diffuse( vfrag, qnorm );
52 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
53 vfrag = do_light_shadowing( vfrag );
54 vfrag = apply_fog( vfrag, fdist );
55
56 FragColor = vec4(vfrag, 1.0 );
57 }