+++ /dev/null
-uniform sampler2D uTexGarbage;
-uniform sampler2D uTexGradients;
-uniform vec3 uCamera;
-uniform vec3 uSandColour;
-uniform vec2 uBlendOffset;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.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*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;
-
- // 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, amtsand );
-
- if( g_light_preview == 1 )
- {
- vfrag = vec3(0.5);
- }
-
- // Lighting
- vec3 halfview = uCamera - aCo;
- float fdist = length( halfview );
- halfview /= fdist;
-
- vfrag = do_light_diffuse( vfrag, qnorm );
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
- vfrag = do_light_shadowing( vfrag );
- vfrag = apply_fog( vfrag, fdist );
-
- oColour = vec4(vfrag, 1.0 );
-}