diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 13:51:54 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 13:59:46 +0000 |
commit | 7889392ad37213dc7419fb2423052b342e38de5b (patch) | |
tree | 87686b8b81cc9be715eefd3af3d80b28bb1584a6 /gfx/gl/shaders/landmassShader.fs | |
parent | Remove now redundent Shader::Source class (diff) | |
download | ilt-7889392ad37213dc7419fb2423052b342e38de5b.tar.bz2 ilt-7889392ad37213dc7419fb2423052b342e38de5b.tar.xz ilt-7889392ad37213dc7419fb2423052b342e38de5b.zip |
dos2unix shader sources
Diffstat (limited to 'gfx/gl/shaders/landmassShader.fs')
-rw-r--r-- | gfx/gl/shaders/landmassShader.fs | 74 |
1 files changed, 37 insertions, 37 deletions
diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs index 55c30ac..09e4565 100644 --- a/gfx/gl/shaders/landmassShader.fs +++ b/gfx/gl/shaders/landmassShader.fs @@ -1,37 +1,37 @@ -#version 130
-
-in vec2 texCoord0;
-in vec3 normal0;
-in float height;
-
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
-
-const vec3 grass = vec3(.1, .4, .05);
-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;
-
-void
-main()
-{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
- if (height < beachline) {
- gl_FragColor.rgb *= sand;
- }
- else if (height > snowline_high) {
- gl_FragColor.rgb *= snow;
- }
- else if (height > snowline_low) {
- gl_FragColor.rgb *= mix(grass, snow, (height - snowline_low) / (snowline_high - snowline_low));
- }
- else {
- gl_FragColor.rgb *= grass;
- }
-}
+#version 130 + +in vec2 texCoord0; +in vec3 normal0; +in float height; + +uniform sampler2D sampler; +uniform vec3 lightDirection; +uniform vec3 lightColor; +uniform vec3 ambientColor; + +const vec3 grass = vec3(.1, .4, .05); +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; + +void +main() +{ + gl_FragColor = texture(sampler, texCoord0); + gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); + if (height < beachline) { + gl_FragColor.rgb *= sand; + } + else if (height > snowline_high) { + gl_FragColor.rgb *= snow; + } + else if (height > snowline_low) { + gl_FragColor.rgb *= mix(grass, snow, (height - snowline_low) / (snowline_high - snowline_low)); + } + else { + gl_FragColor.rgb *= grass; + } +} |