{
float d = dot( plane.xyz, dir );
float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
- return t*0.05;
+ return t*0.04;
}
void main()
// 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);
+ 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 );
// 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));
+ 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));