X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fterrain.fs;h=456d08e779c28e605a408bb41b21c08b41eb6aa5;hb=168eb5c363f510d60703498e01ffcdb52bf9fd07;hp=10e5d9d524a9cb40e23ddb9d050b04f7180e3281;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 10e5d9d..456d08e 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -2,29 +2,55 @@ out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; +uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; +#include "common_world.glsl" + void main() { + 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 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0); vec2 dir = normalize(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); - vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv; - vec3 diffuse = texture( uTexGradients, uvgradients ).rgb; + float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0); + vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 ); + vfrag = texture( uTexGradients, uvgradients ).rgb; + vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand ); + + qnorm = mix( qnorm, aNorm, amtsand ); - vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2)); - float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5); + if( g_light_preview == 1 ) + { + vfrag = vec3(0.5); + } + + // Lighting + vec3 halfview = uCamera - aCo; + float fdist = length( halfview ); + halfview /= fdist; + + vfrag = do_light_diffuse( vfrag, qnorm ); + vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 ); + vfrag = do_light_shadowing( vfrag ); + vfrag = apply_fog( vfrag, fdist ); - FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0); + FragColor = vec4(vfrag, 1.0 ); }