better water
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 983e0ba350b100f4b82ebdd68268547639a6d213..9bbb939439e330b0e1e1b9b1d9447deff45bfd09 100644 (file)
@@ -53,7 +53,7 @@ static struct vg_shader _shader_terrain = {
 "{\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"
+"   return t*0.04;\n"
 "}\n"
 "\n"
 "void main()\n"
@@ -72,14 +72,14 @@ static struct vg_shader _shader_terrain = {
 "\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"
+"   float amtsand = min(max((aCo.y - 10.0) * -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"
 "   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"
+"   vec3 shadow = vec3(0.3,0.25,0.34);\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"