diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/landmass.fs | |
parent | Merge branch 'assimp' (diff) | |
download | ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2 ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz ilt-48ec3a869029bad34773516df193519a4fe9103a.zip |
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/shaders/landmass.fs')
-rw-r--r-- | gfx/gl/shaders/landmass.fs | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs new file mode 100644 index 0000000..4dc92bb --- /dev/null +++ b/gfx/gl/shaders/landmass.fs @@ -0,0 +1,66 @@ +#version 330 core + +include(`materialInterface.glsl') +include(`materialOut.glsl') + +uniform sampler2D texture0; + +const vec3 grass = vec3(.1, .4, .05); +const vec3 slope = vec3(.6, .6, .4); +const vec3 rock = vec3(.2, .2, .1); +const vec3 sand = vec3(.76, .7, .5); +const vec3 snow = vec3(.97, .97, .99); + +const float beachline = .5; +const float snowline_low = 28; +const float snowline_high = 30; + +const float slope_min = .99; +const float slope_mid = .95; +const float slope_max = .90; + +vec3 +mixBetween(vec3 colA, vec3 colB, float blend, float low, float high) +{ + return mix(colA, colB, (blend - low) / (high - low)); +} + +void +main() +{ + vec3 color = texture(texture0, TexCoords).rgb; + + float height = FragPos.z; + if (height < beachline) { // Sandy beach + color *= sand; + } + else if (Normal.z < slope_max) { // Dark rocky face + color *= rock; + } + else { // Colour by lesser slope + if (Normal.z < slope_mid) { + color *= mixBetween(rock, slope, Normal.z, slope_max, slope_mid); + } + else if (Normal.z < slope_min) { + color *= mixBetween(slope, grass, Normal.z, slope_mid, slope_min); + } + else { + color *= grass; + } + + // Add a snow covering + if (height > snowline_low) { + vec3 tsnow = color * snow; + if (height > snowline_high) { + color = tsnow; + } + else { + color = mixBetween(color, tsnow, height, snowline_low, snowline_high); + } + } + } + + gPosition = vec4(FragPos, 1); + gNormal = vec4(Normal, 1); + gAlbedoSpec = vec4(color, 1); +} |