-out vec4 FragColor;
-
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
+uniform vec3 uSandColour;
+uniform vec2 uBlendOffset;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
-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"
+#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 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;
// 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;
- vec3 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 + rgarbage.a*0.8 )*uBlendOffset;
+ vfrag = texture( uTexGradients, uvgradients ).rgb;
+ vfrag = mix( vfrag, uSandColour, amtsand );
- // 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));
+ qnorm = mix( qnorm, aNorm, amtsand );
- // Specular lighting
- vec3 halfview = normalize( uCamera - aCo );
- vec3 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);
+ 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 );
- FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));
+ oColour = vec4(vfrag, 1.0 );
}