uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec3 uSandColour;
+uniform vec4 uSandColour;
uniform vec2 uBlendOffset;
#include "light_clearskies_stddef.glsl"
float amtsand = clamp( max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y, 0.0, 1.0 );
vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
- vfrag = mix( vfrag, uSandColour, amtsand );
+ vfrag = mix( vfrag, uSandColour.rgb, amtsand*uSandColour.a );
qnorm = mix( qnorm, aNorm.xyz, amtsand );
if( g_light_preview == 1 )
ADDON_REG_MTZERO|ADDON_REG_PREMIUM );
skaterift_mount_world_unloadable( "maps/dev_tutorial", 0 );
skaterift_mount_world_unloadable( "maps/dev_flatworld", 0 );
+ skaterift_mount_world_unloadable( "maps/mp_line1",
+ ADDON_REG_MTZERO|ADDON_REG_PREMIUM );
world_static.load_state = k_world_loader_load;
sand_colour: bpy.props.FloatVectorProperty( \
name="Sand Colour",\
subtype='COLOR',\
- min=0.0,max=1.0,\
- default=Vector((0.79,0.63,0.48)),\
+ min=0.0,max=1.0,size=4,\
+ default=Vector((0.79,0.63,0.48,1.0)),\
description="Blend to this colour near the 0 coordinate on UP axis"\
)
shore_colour: bpy.props.FloatVectorProperty( \