From: hgn Date: Mon, 26 Dec 2022 19:28:50 +0000 (+0000) Subject: f X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;ds=inline;h=65de5fb65850b8eb282455d15ca7466b656c1ef8;p=carveJwlIkooP6JGAAIwe30JlM.git f --- diff --git a/shaders/terrain.h b/shaders/terrain.h index 8b9452e..8db464d 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -213,27 +213,12 @@ static struct vg_shader _shader_terrain = { " // ------\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 = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);\n" -" vec2 dir = 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(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" +" 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" " 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" @@ -245,8 +230,8 @@ static struct vg_shader _shader_terrain = { " float fdist = length( halfview );\n" " halfview /= fdist;\n" "\n" -" vfrag = do_light_diffuse( vfrag, qnorm );\n" -" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" +" vfrag = do_light_diffuse( vfrag, aNorm );\n" +" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" diff --git a/shaders/terrain_fast.fs b/shaders/terrain_fast.fs index fd4e141..4d61464 100644 --- a/shaders/terrain_fast.fs +++ b/shaders/terrain_fast.fs @@ -21,27 +21,12 @@ void main() // ------ vec3 vfrag = vec3(0.5,0.5,0.5); - // ws modulation - vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 ); - - // Creating normal patches - vec3 modnorm = (wgarbage.rgb-0.4) * 1.4; - vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0); - vec2 dir = qnorm.xz; - vec2 uvdiffuse = aCo.xz * 0.02; - uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse; - - // Patch local noise - vec4 rgarbage = texture( uTexGarbage, uvdiffuse ); - // Colour blending - float amtgrass = step(qnorm.y,0.6); - float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0); - vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset; + float amtgrass = step(aNorm.y,0.6); + float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0); + vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset; vfrag = texture( uTexGradients, uvgradients ).rgb; vfrag = mix( vfrag, uSandColour, amtsand ); - - qnorm = mix( qnorm, aNorm, amtsand ); if( g_light_preview == 1 ) { @@ -53,8 +38,8 @@ void main() float fdist = length( halfview ); halfview /= fdist; - vfrag = do_light_diffuse( vfrag, qnorm ); - vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 ); + vfrag = do_light_diffuse( vfrag, aNorm ); + vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 ); vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist );