"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"\n"
+"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
+"{\n"
+" float d = dot( plane.xyz, dir );\n"
+" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
+" return t*0.05;\n"
+"}\n"
+"\n"
"void main()\n"
"{\n"
" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+" \n"
+" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-" vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;\n"
-"\n"
+" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);\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"
+" \n"
+" // Patch local noise\n"
" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
+" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
+" float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n"
" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
-" \n"
+" diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
+"\n"
+" // Lighting\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( lightdir, qnorm )*0.5+0.5);\n"
+" float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
+" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
" \n"
-" qnorm = floor(aNorm*8.0)*0.125;\n"
-" vec3 viewdelta = normalize( uCamera - aCo );\n"
+" // Specular lighting\n"
+" vec3 halfview = 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"
+" float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+" diffuse += spec * vec3(1.0,0.8,0.8);\n"
+"\n"
+" FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
"}\n"
""},
};
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
+static GLuint _uniform_terrain_uPlane;
static void shader_terrain_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
}
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
+static void shader_terrain_uPlane(v4f v){
+ glUniform4fv( _uniform_terrain_uPlane, 1, v );
+}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
}
_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_uPlane = glGetUniformLocation( _shader_terrain.id, "uPlane" );
}
#endif /* SHADER_terrain_H */