-#include "common.glsl"
+out vec4 FragColor;
+
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
void main()
{
+ vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
+ vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
+ vec3 qnorm = 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;
+ vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
+ float amtgrass = step(qnorm.y,0.6);
+ vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
+ vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
+
+ 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( lightdir, qnorm )*0.5+0.5);
+
+ qnorm = floor(aNorm*8.0)*0.125;
+ vec3 viewdelta = normalize( uCamera - aCo );
+ vec3 specdir = reflect( -lightdir, qnorm );
+ float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;
+
+ diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;
+ FragColor = vec4(diffuse+spec, 1.0);
}