X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fterrain.fs;h=a6d24006fbfdf9a224a5fff0f6c4891e2d6a7ea7;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=04751e9ec45ae40c4e3f1c76573d22f5f5ba514d;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 04751e9..a6d2400 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -1,6 +1,54 @@ -#include "common.glsl" +out vec4 FragColor; + +uniform sampler2D uTexGarbage; +uniform sampler2D uTexGradients; +uniform vec3 uCamera; +uniform vec4 uPlane; + +in vec4 aColour; +in vec2 aUv; +in vec3 aNorm; +in vec3 aCo; + +float water_depth( vec3 pos, vec3 dir, vec4 plane ) +{ + float d = dot( plane.xyz, dir ); + float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d; + return t*0.04; +} void main() { + vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 ); + + // Creating normal patches + vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; + vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25); + 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); + float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0); + vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv; + vec3 diffuse = texture( uTexGradients, uvgradients ).rgb; + diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand ); + + // Lighting + vec3 lightdir = vec3(0.95,0.0,-0.3); + vec3 shadow = vec3(0.27,0.25,0.34); + float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5; + diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1)); + + // Specular lighting + vec3 halfview = normalize( uCamera - aCo ); + vec3 specdir = reflect( -lightdir, qnorm ); + float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r; + diffuse += spec * vec3(1.0,0.8,0.8); + FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane)); }