uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; uniform vec3 uSandColour; uniform vec2 uBlendOffset; uniform vec3 uBoard0; uniform vec3 uBoard1; #include "common_scene.glsl" #include "motion_vectors_fs.glsl" void main() { compute_motion_vectors(); // Colour // ------ vec3 vfrag = vec3(0.5,0.5,0.5); // ws modulation vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 ); // Creating normal patches vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25); qnorm += vec3(0.001,0.0,0.0); vec2 dir = normalize(qnorm.xz); vec2 uvdiffuse = aCo.xz * 0.02; uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse; // Patch local noise vec4 rgarbage = texture( uTexGarbage, uvdiffuse ); // Colour blending float amtgrass = step(qnorm.y,0.6); float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0); vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset; vfrag = texture( uTexGradients, uvgradients ).rgb; vfrag = mix( vfrag, uSandColour, amtsand ); qnorm = mix( qnorm, aNorm.xyz, amtsand ); if( g_light_preview == 1 ) { vfrag = vec3(0.5); } vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo ); oColour = vec4(vfrag, 1.0); }