X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;h=fbfa276767f2f7a4f9e6de2dfe9584e27376edf9;hb=39378a28bc0b7c9beaf9f2191f5dc51b8c8865a0;hp=10e5d9d524a9cb40e23ddb9d050b04f7180e3281;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 10e5d9d..fbfa276 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -2,6 +2,7 @@ out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; +uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; @@ -23,8 +24,15 @@ void main() vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv; vec3 diffuse = texture( uTexGradients, uvgradients ).rgb; + 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( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5); - - FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0); + float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5); + + qnorm = floor(aNorm*8.0)*0.125; + vec3 viewdelta = 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); }