// ------
vec3 vfrag = vec3(0.5,0.5,0.5);
- // ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
-
- // Creating normal patches
- vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
- vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);
- vec2 dir = qnorm.xz;
- vec2 uvdiffuse = aCo.xz * 0.02;
- uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
-
- // Patch local noise
- vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
-
// Colour blending
- float amtgrass = step(qnorm.y,0.6);
- float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
- vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
+ float amtgrass = step(aNorm.y,0.6);
+ float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0);
+ vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
vfrag = mix( vfrag, uSandColour, amtsand );
-
- qnorm = mix( qnorm, aNorm, amtsand );
if( g_light_preview == 1 )
{
float fdist = length( halfview );
halfview /= fdist;
- vfrag = do_light_diffuse( vfrag, qnorm );
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
+ vfrag = do_light_diffuse( vfrag, aNorm );
+ vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );