X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;h=f093904b0f46ce5538bf9e78479cb992a877b5a4;hb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;hp=456d08e779c28e605a408bb41b21c08b41eb6aa5;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 456d08e..f093904 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -3,11 +3,14 @@ out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; +uniform vec3 uSandColour; +uniform vec2 uBlendOffset; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; +in vec3 aWorldCo; #include "common_world.glsl" @@ -31,9 +34,9 @@ void main() // 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*0.5 + rgarbage.a*0.4, 0.0 ); + vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset; vfrag = texture( uTexGradients, uvgradients ).rgb; - vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand ); + vfrag = mix( vfrag, uSandColour, amtsand ); qnorm = mix( qnorm, aNorm, amtsand );