fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.fs
diff --git a/shaders/scene_terrain.fs b/shaders/scene_terrain.fs
new file mode 100644 (file)
index 0000000..7f7648a
--- /dev/null
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+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+uniform vec3 uSandColour;
+uniform vec2 uBlendOffset;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
+
+in vec2 aUv;
+in vec4 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+flat in ivec4 aLights;
+
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+void main()
+{
+   compute_motion_vectors();
+
+   // Colour
+   // ------
+   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;
+   vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);
+   qnorm += 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;
+   
+   // Patch local noise
+   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
+
+   // Colour blending
+   float amtgrass = step(qnorm.y,0.6);
+   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
+   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
+   vfrag = texture( uTexGradients, uvgradients ).rgb;
+   vfrag = mix( vfrag, uSandColour, amtsand );
+
+   qnorm = mix( qnorm, aNorm.xyz, amtsand );
+   
+   if( g_light_preview == 1 )
+   {
+      vfrag = vec3(0.5);
+   }
+
+   vfrag = scene_do_lighting( vfrag, qnorm );
+   oColour = vec4(vfrag, 1.0);
+}