fbfa276767f2f7a4f9e6de2dfe9584e27376edf9
[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
12 void main()
13 {
14 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
15 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
16 vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;
17
18 vec2 dir = normalize(qnorm.xz);
19 vec2 uvdiffuse = aCo.xz * 0.02;
20 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
21
22 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
23 float amtgrass = step(qnorm.y,0.6);
24 vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
25 vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
26
27 vec3 lightdir = vec3(0.95,0.0,-0.3);
28 vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
29 float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);
30
31 qnorm = floor(aNorm*8.0)*0.125;
32 vec3 viewdelta = normalize( uCamera - aCo );
33 vec3 specdir = reflect( -lightdir, qnorm );
34 float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;
35
36 diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;
37 FragColor = vec4(diffuse+spec, 1.0);
38 }