"\n"
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
" \n"
+" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
" vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
-" float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n"
-"\n"
-" FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n"
+" float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n"
+" \n"
+" qnorm = floor(aNorm*8.0)*0.125;\n"
+" vec3 viewdelta = normalize( uCamera - aCo );\n"
+" vec3 specdir = reflect( -lightdir, qnorm );\n"
+" float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+" \n"
+" diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n"
+" FragColor = vec4(diffuse+spec, 1.0);\n"
"}\n"
""},
};
static GLuint _uniform_terrain_uMdl;
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
+static GLuint _uniform_terrain_uCamera;
static void shader_terrain_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
}
static void shader_terrain_uTexGradients(int i){
glUniform1i( _uniform_terrain_uTexGradients, i );
}
+static void shader_terrain_uCamera(v3f v){
+ glUniform3fv( _uniform_terrain_uCamera, 1, v );
+}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
}
_uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
+ _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
}
#endif /* SHADER_terrain_H */