X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;h=f093904b0f46ce5538bf9e78479cb992a877b5a4;hb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;hp=de8958d2d31847c7e587e803b4cd4c70f3754d7a;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index de8958d..f093904 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -3,6 +3,8 @@ out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; uniform vec3 uCamera; +uniform vec3 uSandColour; +uniform vec2 uBlendOffset; in vec4 aColour; in vec2 aUv; @@ -32,9 +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 );