X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=9bbb939439e330b0e1e1b9b1d9447deff45bfd09;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=983e0ba350b100f4b82ebdd68268547639a6d213;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 983e0ba..9bbb939 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -53,7 +53,7 @@ static struct vg_shader _shader_terrain = { "{\n" " float d = dot( plane.xyz, dir );\n" " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n" -" return t*0.05;\n" +" return t*0.04;\n" "}\n" "\n" "void main()\n" @@ -72,14 +72,14 @@ static struct vg_shader _shader_terrain = { "\n" " // Colour blending\n" " float amtgrass = step(qnorm.y,0.6);\n" -" float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n" +" float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0);\n" " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n" " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n" " diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n" "\n" " // Lighting\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" +" vec3 shadow = vec3(0.3,0.25,0.34);\n" " float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n" " diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n" " \n"