X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=92143b1aaef9e67f50b33a661513ae019791efbb;hb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;hp=5ebef38e970aa36c7488362763fa31013e4d30d5;hpb=be6707a307bfeec1b45cca8b3fb647e81262be87;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 5ebef38..92143b1 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -47,6 +47,8 @@ static struct vg_shader _shader_terrain = { "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" +"uniform vec3 uSandColour;\n" +"uniform vec2 uBlendOffset;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -152,7 +154,7 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 0 \n" "\n" "void main()\n" "{\n" @@ -174,9 +176,9 @@ static struct vg_shader _shader_terrain = { " // Colour blending\n" " float amtgrass = step(qnorm.y,0.6);\n" " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n" -" vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n" +" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n" +" vfrag = mix( vfrag, uSandColour, amtsand );\n" "\n" " qnorm = mix( qnorm, aNorm, amtsand );\n" " \n" @@ -205,6 +207,8 @@ static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; +static GLuint _uniform_terrain_uSandColour; +static GLuint _uniform_terrain_uBlendOffset; static GLuint _uniform_terrain_g_world_depth; static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); @@ -221,6 +225,12 @@ static void shader_terrain_uTexGradients(int i){ static void shader_terrain_uCamera(v3f v){ glUniform3fv( _uniform_terrain_uCamera, 1, v ); } +static void shader_terrain_uSandColour(v3f v){ + glUniform3fv( _uniform_terrain_uSandColour, 1, v ); +} +static void shader_terrain_uBlendOffset(v2f v){ + glUniform2fv( _uniform_terrain_uBlendOffset, 1, v ); +} static void shader_terrain_g_world_depth(int i){ glUniform1i( _uniform_terrain_g_world_depth, i ); } @@ -234,6 +244,8 @@ static void shader_terrain_link(void){ _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); + _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" ); + _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" ); _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" ); } #endif /* SHADER_terrain_H */