3 uniform sampler2D uTexGarbage;
4 uniform sampler2D uTexGradients;
6 uniform vec3 uSandColour;
7 uniform vec2 uBlendOffset;
15 #include "common_world.glsl"
19 vec3 vfrag = vec3(0.5,0.5,0.5);
22 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
24 // Creating normal patches
25 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
26 vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
27 vec2 dir = normalize(qnorm.xz);
28 vec2 uvdiffuse = aCo.xz * 0.02;
29 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
32 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
35 float amtgrass = step(qnorm.y,0.6);
36 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
37 vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
38 vfrag = texture( uTexGradients, uvgradients ).rgb;
39 vfrag = mix( vfrag, uSandColour, amtsand );
41 qnorm = mix( qnorm, aNorm, amtsand );
43 if( g_light_preview == 1 )
49 vec3 halfview = uCamera - aCo;
50 float fdist = length( halfview );
53 vfrag = do_light_diffuse( vfrag, qnorm );
54 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
55 vfrag = do_light_shadowing( vfrag );
56 vfrag = apply_fog( vfrag, fdist );
58 FragColor = vec4(vfrag, 1.0 );