diff options
Diffstat (limited to 'gfx/gl/shaders/landmass.fs')
-rw-r--r-- | gfx/gl/shaders/landmass.fs | 23 |
1 files changed, 15 insertions, 8 deletions
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs index fc43bf2..55e3c24 100644 --- a/gfx/gl/shaders/landmass.fs +++ b/gfx/gl/shaders/landmass.fs @@ -1,9 +1,12 @@ #version 330 core -include(`materialInterface.glsl') include(`materialOut.glsl') +in vec3 FragPos; +in vec3 Normal; +flat in vec3 ColourBias; uniform sampler2D texture0; +uniform ivec3 viewPoint; const vec3 grass = vec3(.1, .4, .05); const vec3 slope = vec3(.6, .6, .4); @@ -11,9 +14,9 @@ const vec3 rock = vec3(.2, .2, .1); const vec3 sand = vec3(.76, .7, .5); const vec3 snow = vec3(.97, .97, .99); -const float beachline = 500; -const float snowline_low = 28000; -const float snowline_high = 30000; +const int beachline = 500; +const int snowline_low = 28000; +const int snowline_high = 30000; const float slope_min = .99; const float slope_mid = .95; @@ -28,10 +31,14 @@ mixBetween(vec3 colA, vec3 colB, float blend, float low, float high) void main() { - vec3 color = texture(texture0, TexCoords).rgb; + ivec3 position = ivec3(FragPos) + viewPoint; + vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb; - float height = FragPos.z; - if (height < beachline) { // Sandy beach + int height = position.z; + if (ColourBias.r >= 0) { + color *= ColourBias; + } + else if (height < beachline) { // Sandy beach color *= sand; } else if (Normal.z < slope_max) { // Dark rocky face @@ -60,7 +67,7 @@ main() } } - gPosition = ivec4(FragPos, 1); + gPosition = ivec4(position, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = vec4(color, 1); } |