From 85763813c999756b580d21c9c8fd5d90ff991e0a Mon Sep 17 00:00:00 2001 From: hgn Date: Mon, 16 Jan 2023 20:37:52 +0000 Subject: [PATCH] regular shaders --- build.c | 2 +- shaders/terrain.h | 25 ++++++++++++++++++++----- 2 files changed, 21 insertions(+), 6 deletions(-) diff --git a/build.c b/build.c index fe51c05..c0a79b6 100644 --- a/build.c +++ b/build.c @@ -128,7 +128,7 @@ void build_shaders(void) _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" ); diff --git a/shaders/terrain.h b/shaders/terrain.h index 8db464d..b2730fb 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -213,12 +213,27 @@ 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 = 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" @@ -230,8 +245,8 @@ static struct vg_shader _shader_terrain = { " 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" -- 2.25.1