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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/landmassShader.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/landmassShader.fs')
-rw-r--r-- | gfx/gl/shaders/landmassShader.fs | 66 |
1 files changed, 0 insertions, 66 deletions
diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs deleted file mode 100644 index f3cc3e8..0000000 --- a/gfx/gl/shaders/landmassShader.fs +++ /dev/null @@ -1,66 +0,0 @@ -#version 330 core - -include(`materialInterface.glsl') -include(`geometryOut.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); -} |