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-rw-r--r--gfx/gl/shaders/landmass.fs23
-rw-r--r--gfx/gl/shaders/landmass.vs23
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs9
-rw-r--r--gfx/gl/shaders/shadowLandmass.vs13
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);
+}