"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
+"uniform vec3 uSandColour;\n"
+"uniform vec2 uBlendOffset;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 16 0 \n"
"\n"
"void main()\n"
"{\n"
" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
-" vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n"
+" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-" vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n"
+" vfrag = mix( vfrag, uSandColour, amtsand );\n"
"\n"
" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
+static GLuint _uniform_terrain_uSandColour;
+static GLuint _uniform_terrain_uBlendOffset;
static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
+static void shader_terrain_uSandColour(v3f v){
+ glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+}
+static void shader_terrain_uBlendOffset(v2f v){
+ glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+}
static void shader_terrain_g_world_depth(int i){
glUniform1i( _uniform_terrain_g_world_depth, i );
}
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
+ _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
+ _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */