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reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
terrain.fs
diff --git
a/shaders/terrain.fs
b/shaders/terrain.fs
index a6d24006fbfdf9a224a5fff0f6c4891e2d6a7ea7..84482af91af1a9fc8b7fd9e5b90f1d04abbe4bda 100644
(file)
--- a/
shaders/terrain.fs
+++ b/
shaders/terrain.fs
@@
-3,27
+3,24
@@
out vec4 FragColor;
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
-float water_depth( vec3 pos, vec3 dir, vec4 plane )
-{
- float d = dot( plane.xyz, dir );
- float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
- return t*0.04;
-}
+#include "common_world.glsl"
void main()
{
void main()
{
+ 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;
vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
- vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)
* 0.25
);
+ vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)
*0.25) + 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;
vec2 dir = normalize(qnorm.xz);
vec2 uvdiffuse = aCo.xz * 0.02;
uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
@@
-33,22
+30,16
@@
void main()
// Colour blending
float amtgrass = step(qnorm.y,0.6);
// Colour blending
float amtgrass = step(qnorm.y,0.6);
- float amtsand = min(max((aCo.y - 10.0) * -0.
08
,0.0)*qnorm.y,1.0);
- vec2 uvgradients =
vec2( rgarbage.a, -amtgrass*0.125 ) + aUv
;
- v
ec3 diffuse
= texture( uTexGradients, uvgradients ).rgb;
-
diffuse = mix( diffuse, vec3(1.0,0.9,0.7
), amtsand );
+ float amtsand = min(max((aCo.y - 10.0) * -0.
1
,0.0)*qnorm.y,1.0);
+ vec2 uvgradients =
aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 )
;
+ v
frag
= texture( uTexGradients, uvgradients ).rgb;
+
vfrag = mix( vfrag, vec3(1.0,0.9,0.8
), amtsand );
// Lighting
// Lighting
- vec3 lightdir = vec3(0.95,0.0,-0.3);
- vec3 shadow = vec3(0.27,0.25,0.34);
- float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
- diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));
-
- // Specular lighting
vec3 halfview = normalize( uCamera - aCo );
vec3 halfview = normalize( uCamera - aCo );
- v
ec3 specdir = reflect( -lightdir
, qnorm );
-
float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r
;
-
diffuse += spec * vec3(1.0,0.8,0.8
);
+ v
frag = do_light_diffuse( vfrag
, qnorm );
+
vfrag = do_light_spec( vfrag, qnorm, halfview, 0.2 * rgarbage.a )
;
+
vfrag = do_light_shadowing( vfrag
);
- FragColor = vec4(
diffuse, water_depth(aCo,halfview,uPlane)
);
+ FragColor = vec4(
vfrag, 1.0
);
}
}