X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=0e22487735ffd46a0fa56fe2246f479faabb1653;hb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;hp=42e87aa62a98397ac40339c4c8503fa48b2943bf;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 42e87aa..0e22487 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -41,6 +41,7 @@ static struct vg_shader _shader_terrain = { "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" +"uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -62,10 +63,17 @@ static struct vg_shader _shader_terrain = { " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n" " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n" " \n" +" vec3 lightdir = vec3(0.95,0.0,-0.3);\n" " vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n" -" float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n" -"\n" -" FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n" +" float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n" +" \n" +" qnorm = floor(aNorm*8.0)*0.125;\n" +" vec3 viewdelta = normalize( uCamera - aCo );\n" +" vec3 specdir = reflect( -lightdir, qnorm );\n" +" float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n" +" \n" +" diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n" +" FragColor = vec4(diffuse+spec, 1.0);\n" "}\n" ""}, }; @@ -74,6 +82,7 @@ static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; +static GLuint _uniform_terrain_uCamera; static void shader_terrain_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); } @@ -86,6 +95,9 @@ static void shader_terrain_uTexGarbage(int i){ static void shader_terrain_uTexGradients(int i){ glUniform1i( _uniform_terrain_uTexGradients, i ); } +static void shader_terrain_uCamera(v3f v){ + glUniform3fv( _uniform_terrain_uCamera, 1, v ); +} static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain ); } @@ -95,5 +107,6 @@ static void shader_terrain_link(void){ _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); + _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); } #endif /* SHADER_terrain_H */