diff options
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/landmass.fs | 23 | ||||
-rw-r--r-- | gfx/gl/shaders/landmass.vs | 23 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 9 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowLandmass.vs | 13 |
4 files changed, 51 insertions, 17 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); } diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vs new file mode 100644 index 0000000..9617cb9 --- /dev/null +++ b/gfx/gl/shaders/landmass.vs @@ -0,0 +1,23 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(location = 0) in ivec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec3 colourBias; + +out vec3 FragPos; +out vec3 Normal; +flat out vec3 ColourBias; + +uniform mat4 viewProjection; +uniform ivec3 viewPoint; + +void +main() +{ + FragPos = position - viewPoint; + Normal = normal; + ColourBias = colourBias; + + gl_Position = viewProjection * vec4(FragPos, 1); +} diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs deleted file mode 100644 index 1376388..0000000 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -include(`meshIn.glsl') - -uniform ivec3 viewPoint; -const mat3 model = mat3(1); -const ivec3 modelPos = ivec3(0); - -include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowLandmass.vs b/gfx/gl/shaders/shadowLandmass.vs new file mode 100644 index 0000000..becf142 --- /dev/null +++ b/gfx/gl/shaders/shadowLandmass.vs @@ -0,0 +1,13 @@ +#version 330 core + +layout(location = 0) in ivec3 position; + +uniform ivec3 viewPoint; + +out vec4 vworldPos; + +void +main() +{ + vworldPos = vec4(position - viewPoint, 1); +} |