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POWER
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
terrain.h
diff --git
a/shaders/terrain.h
b/shaders/terrain.h
index 5ebef38e970aa36c7488362763fa31013e4d30d5..92143b1aaef9e67f50b33a661513ae019791efbb 100644
(file)
--- a/
shaders/terrain.h
+++ b/
shaders/terrain.h
@@
-47,6
+47,8
@@
static struct vg_shader _shader_terrain = {
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
"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"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
@@
-152,7
+154,7
@@
static struct vg_shader _shader_terrain = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 1
4
0 \n"
+"#line 1
6
0 \n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
@@
-174,9
+176,9
@@
static struct vg_shader _shader_terrain = {
" // 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"
" // 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 = 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"
"\n"
" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
@@
-205,6
+207,8
@@
static GLuint _uniform_terrain_uPv;
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
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 GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
@@
-221,6
+225,12
@@
static void shader_terrain_uTexGradients(int i){
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
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 );
}
static void shader_terrain_g_world_depth(int i){
glUniform1i( _uniform_terrain_g_world_depth, i );
}
@@
-234,6
+244,8
@@
static void shader_terrain_link(void){
_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_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 */
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */