X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;h=98895a0d1ddd1c00df5eb3fb403d3911b9767940;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=fbfa276767f2f7a4f9e6de2dfe9584e27376edf9;hpb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index fbfa276..98895a0 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -3,36 +3,52 @@ 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*0.05; +} + void main() { 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); 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 + 90.0) * -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 = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2)); - float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5); + 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)); - qnorm = floor(aNorm*8.0)*0.125; - vec3 viewdelta = normalize( uCamera - aCo ); + // Specular lighting + vec3 halfview = normalize( uCamera - aCo ); vec3 specdir = reflect( -lightdir, qnorm ); - float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r; - - diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1; - FragColor = vec4(diffuse+spec, 1.0); + 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)); }