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-rw-r--r--gfx/gl/shaders/landmassShader.fs46
1 files changed, 25 insertions, 21 deletions
diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs
index aa368dc..7c08e8e 100644
--- a/gfx/gl/shaders/landmassShader.fs
+++ b/gfx/gl/shaders/landmassShader.fs
@@ -1,13 +1,14 @@
#version 330 core
-in vec2 texCoord0;
-in vec3 normal0;
-in float height;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
+layout(location = 0) out vec4 gPosition;
+layout(location = 1) out vec4 gNormal;
+layout(location = 2) out vec4 gAlbedoSpec;
+
+uniform sampler2D texture0;
const vec3 grass = vec3(.1, .4, .05);
const vec3 slope = vec3(.6, .6, .4);
@@ -32,36 +33,39 @@ mixBetween(vec3 colA, vec3 colB, float blend, float low, float high)
void
main()
{
- vec4 tex = texture(sampler, texCoord0);
- gl_FragColor = tex;
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
+ vec3 color = texture(texture0, TexCoords).rgb;
+ float height = FragPos.z;
if (height < beachline) { // Sandy beach
- gl_FragColor.rgb *= sand;
+ color *= sand;
}
- else if (normal0.z < slope_max) { // Dark rocky face
- gl_FragColor.rgb *= rock;
+ else if (Normal.z < slope_max) { // Dark rocky face
+ color *= rock;
}
else { // Colour by lesser slope
- if (normal0.z < slope_mid) {
- gl_FragColor.rgb *= mixBetween(rock, slope, normal0.z, slope_max, slope_mid);
+ if (Normal.z < slope_mid) {
+ color *= mixBetween(rock, slope, Normal.z, slope_max, slope_mid);
}
- else if (normal0.z < slope_min) {
- gl_FragColor.rgb *= mixBetween(slope, grass, normal0.z, slope_mid, slope_min);
+ else if (Normal.z < slope_min) {
+ color *= mixBetween(slope, grass, Normal.z, slope_mid, slope_min);
}
else {
- gl_FragColor.rgb *= grass;
+ color *= grass;
}
// Add a snow covering
if (height > snowline_low) {
- vec3 tsnow = tex.rgb * snow;
+ vec3 tsnow = color * snow;
if (height > snowline_high) {
- gl_FragColor.rgb = tsnow;
+ color = tsnow;
}
else {
- gl_FragColor.rgb = mixBetween(gl_FragColor.rgb, tsnow, height, snowline_low, snowline_high);
+ color = mixBetween(color, tsnow, height, snowline_low, snowline_high);
}
}
}
+
+ gPosition = vec4(FragPos, 1);
+ gNormal = vec4(Normal, 1);
+ gAlbedoSpec = vec4(color, 1);
}