_shader( "standard", "shaders/standard.vs", "shaders/standard.fs" );
_shader( "vblend", "shaders/standard.vs", "shaders/vblend.fs" );
_shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
- _shader( "terrain", "shaders/standard.vs", "shaders/terrain_fast.fs" );
+ _shader( "terrain", "shaders/standard.vs", "shaders/terrain.fs" );
_shader( "alphatest", "shaders/standard.vs", "shaders/std_alphatest.fs" );
_shader( "route", "shaders/standard.vs", "shaders/route.fs" );
_shader( "menu", "shaders/standard.vs", "shaders/menu.fs" );
" // ------\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
+" // ws modulation\n"
+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+" \n"
+" // Creating normal patches\n"
+" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+" vec2 dir = normalize(qnorm.xz);\n"
+" vec2 uvdiffuse = aCo.xz * 0.02;\n"
+" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+" \n"
+" // Patch local noise\n"
+" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
" // Colour blending\n"
-" float amtgrass = step(aNorm.y,0.6);\n"
-" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0);\n"
-" vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset;\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 + rgarbage.a*0.8 )*uBlendOffset;\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" vfrag = mix( vfrag, uSandColour, amtsand );\n"
+"\n"
+" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
" if( g_light_preview == 1 )\n"
" {\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"
-" vfrag = do_light_diffuse( vfrag, aNorm );\n"
-" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+" vfrag = do_light_diffuse( vfrag, qnorm );\n"
+" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"