X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;h=a6d24006fbfdf9a224a5fff0f6c4891e2d6a7ea7;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=98895a0d1ddd1c00df5eb3fb403d3911b9767940;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 98895a0..a6d2400 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -14,7 +14,7 @@ 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; + return t*0.04; } void main() @@ -33,14 +33,14 @@ void main() // 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); + 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 = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2)); + 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));