uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+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*0.05;
+}
+
void main()
{
vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
+
+ // Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
- vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;
-
+ vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);
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 + 90.0) * -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 );
+
+ // Lighting
+ vec3 lightdir = vec3(0.95,0.0,-0.3);
vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
- float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);
+ 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));
+
+ // 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);
- FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);
+ FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));
}