surface props
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 5ebef38e970aa36c7488362763fa31013e4d30d5..92143b1aaef9e67f50b33a661513ae019791efbb 100644 (file)
@@ -47,6 +47,8 @@ static struct vg_shader _shader_terrain = {
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
+"uniform vec3 uSandColour;\n"
+"uniform vec2 uBlendOffset;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -152,7 +154,7 @@ static struct vg_shader _shader_terrain = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     16        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -174,9 +176,9 @@ static struct vg_shader _shader_terrain = {
 "   // Colour blending\n"
 "   float amtgrass = step(qnorm.y,0.6);\n"
 "   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
-"   vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n"
+"   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
 "   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-"   vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n"
+"   vfrag = mix( vfrag, uSandColour, amtsand );\n"
 "\n"
 "   qnorm = mix( qnorm, aNorm, amtsand );\n"
 "   \n"
@@ -205,6 +207,8 @@ static GLuint _uniform_terrain_uPv;
 static GLuint _uniform_terrain_uTexGarbage;
 static GLuint _uniform_terrain_uTexGradients;
 static GLuint _uniform_terrain_uCamera;
+static GLuint _uniform_terrain_uSandColour;
+static GLuint _uniform_terrain_uBlendOffset;
 static GLuint _uniform_terrain_g_world_depth;
 static void shader_terrain_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
@@ -221,6 +225,12 @@ static void shader_terrain_uTexGradients(int i){
 static void shader_terrain_uCamera(v3f v){
    glUniform3fv( _uniform_terrain_uCamera, 1, v );
 }
+static void shader_terrain_uSandColour(v3f v){
+   glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+}
+static void shader_terrain_uBlendOffset(v2f v){
+   glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+}
 static void shader_terrain_g_world_depth(int i){
    glUniform1i( _uniform_terrain_g_world_depth, i );
 }
@@ -234,6 +244,8 @@ static void shader_terrain_link(void){
    _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
    _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
    _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
+   _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
+   _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
    _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
 }
 #endif /* SHADER_terrain_H */