f093904b0f46ce5538bf9e78479cb992a877b5a4
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexGarbage;
4 uniform sampler2D uTexGradients;
5 uniform vec3 uCamera;
6 uniform vec3 uSandColour;
7 uniform vec2 uBlendOffset;
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
17 void main()
18 {
19 vec3 vfrag = vec3(0.5,0.5,0.5);
20
21 // ws modulation
22 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
23
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;
30
31 // Patch local noise
32 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
33
34 // Colour blending
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 );
40
41 qnorm = mix( qnorm, aNorm, amtsand );
42
43 if( g_light_preview == 1 )
44 {
45 vfrag = vec3(0.5);
46 }
47
48 // Lighting
49 vec3 halfview = uCamera - aCo;
50 float fdist = length( halfview );
51 halfview /= fdist;
52
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 );
57
58 FragColor = vec4(vfrag, 1.0 );
59 }