uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
in vec4 aColour;
in vec2 aUv;
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( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);
-
- FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);
+ 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);
}