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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
vblend.fs
diff --git
a/shaders/vblend.fs
b/shaders/vblend.fs
index 0849e69c8919e1e1620a393662758c51eb52cf4c..a30f83c9ee29f12d5020f206c92b649c6da1821d 100644
(file)
--- a/
shaders/vblend.fs
+++ b/
shaders/vblend.fs
@@
-3,12
+3,12
@@
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;
+in vec3 aWorldCo;
#include "common_world.glsl"
#include "common_world.glsl"
@@
-17,7
+17,7
@@
void main()
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );
+ vec4 wgarbage =
vec4(0.5,0.5,0.5,1.0);//
texture( uTexGarbage, aCo.xz * 0.160 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
@@
-43,7
+43,7
@@
void main()
}
// Lighting
}
// Lighting
- vec3 halfview = uCamera - aCo;
+ vec3 halfview = uCamera - a
World
Co;
float fdist = length( halfview );
halfview /= fdist;
float fdist = length( halfview );
halfview /= fdist;