checkin
[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 #include "common_world.glsl"
13
14 void main()
15 {
16 vec3 vfrag = vec3(0.5,0.5,0.5);
17
18 // ws modulation
19 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
20
21 // Creating normal patches
22 vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
23 vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
24 vec2 dir = normalize(qnorm.xz);
25 vec2 uvdiffuse = aCo.xz * 0.02;
26 uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
27
28 // Patch local noise
29 vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
30
31 // Colour blending
32 float amtgrass = step(qnorm.y,0.6);
33 float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
34 vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );
35 vfrag = texture( uTexGradients, uvgradients ).rgb;
36 vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );
37
38 qnorm = mix( qnorm, aNorm, amtsand );
39
40 if( g_light_preview == 1 )
41 {
42 vfrag = vec3(0.5);
43 }
44
45 // Lighting
46 vec3 halfview = uCamera - aCo;
47 float fdist = length( halfview );
48 halfview /= fdist;
49
50 vfrag = do_light_diffuse( vfrag, qnorm );
51 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
52 vfrag = do_light_shadowing( vfrag );
53 vfrag = apply_fog( vfrag, fdist );
54
55 FragColor = vec4(vfrag, 1.0 );
56 }