uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
+uniform vec3 uSandColour;
+uniform vec2 uBlendOffset;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
#include "common_world.glsl"
// 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*0.5 + rgarbage.a*0.4, 0.0 );
+ vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
- vfrag = mix( vfrag, vec3(1.0,0.9,0.8), amtsand );
+ vfrag = mix( vfrag, uSandColour, amtsand );
+
+ qnorm = mix( qnorm, aNorm, amtsand );
+
+ if( g_light_preview == 1 )
+ {
+ vfrag = vec3(0.5);
+ }
// Lighting
- vec3 halfview = normalize( uCamera - aCo );
+ vec3 halfview = uCamera - aCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
+
vfrag = do_light_diffuse( vfrag, qnorm );
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.2 * rgarbage.a );
+ vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
vfrag = do_light_shadowing( vfrag );
+ vfrag = apply_fog( vfrag, fdist );
- FragColor = vec4( vfrag, 1.0 );
+ FragColor = vec4(vfrag, 1.0 );
}