cleanup+walgrid init
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.fs
index 10e5d9d524a9cb40e23ddb9d050b04f7180e3281..fbfa276767f2f7a4f9e6de2dfe9584e27376edf9 100644 (file)
@@ -2,6 +2,7 @@ out vec4 FragColor;
 
 uniform sampler2D uTexGarbage;
 uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
 
 in vec4 aColour;
 in vec2 aUv;
@@ -23,8 +24,15 @@ void main()
    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);
 }