out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; void main() { vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 ); vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25; vec2 dir = normalize(qnorm.xz); vec2 uvdiffuse = aCo.xz * 0.02; uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse; vec4 rgarbage = texture( uTexGarbage, uvdiffuse ); float amtgrass = step(qnorm.y,0.6); vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv; vec3 diffuse = texture( uTexGradients, uvgradients ).rgb; vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2)); float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5); FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0); }