{
.orig_file = "../shaders/terrain.vs",
.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
"void main()\n"
"{\n"
-"\n"
+" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
"}\n"
""},
.fs =
{
.orig_file = "../shaders/terrain.fs",
.static_src =
-"// Nothing\n"
+"out vec4 FragColor;\n"
"\n"
-"#line 2 0 \n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
"\n"
"void main()\n"
"{\n"
+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+" vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;\n"
+"\n"
+" vec2 dir = normalize(qnorm.xz);\n"
+" vec2 uvdiffuse = aCo.xz * 0.02;\n"
+" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+"\n"
+" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+" float amtgrass = step(qnorm.y,0.6);\n"
+" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
+" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
+" \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"
"}\n"
""},
};
+static GLuint _uniform_terrain_uPv;
static GLuint _uniform_terrain_uMdl;
+static GLuint _uniform_terrain_uTexGarbage;
+static GLuint _uniform_terrain_uTexGradients;
+static void shader_terrain_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
}
+static void shader_terrain_uTexGarbage(int i){
+ glUniform1i( _uniform_terrain_uTexGarbage, i );
+}
+static void shader_terrain_uTexGradients(int i){
+ glUniform1i( _uniform_terrain_uTexGradients, i );
+}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
}
static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
static void shader_terrain_link(void){
+ _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
_uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
+ _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
+ _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
}
#endif /* SHADER_terrain_H */