From d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Feb 2021 01:01:42 +0000 Subject: Remove spare bits from shaders and tidy up --- gfx/gl/shaders/basicShader.fs | 2 +- gfx/gl/shaders/landmassShader.fs | 20 ++++++++------------ gfx/gl/shaders/landmassShader.vs | 4 +--- gfx/gl/shaders/waterShader.vs | 7 +++---- 4 files changed, 13 insertions(+), 20 deletions(-) diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index b6c011d..fe9a6b3 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -11,5 +11,5 @@ uniform vec3 ambientColor; void main() { gl_FragColor = texture(sampler, texCoord0); - gl_FragColor.xyz *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); + gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); } diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs index 36cc971..55c30ac 100644 --- a/gfx/gl/shaders/landmassShader.fs +++ b/gfx/gl/shaders/landmassShader.fs @@ -13,27 +13,23 @@ const vec3 grass = vec3(.1, .4, .05); const vec3 sand = vec3(.76, .7, .5); const vec3 snow = vec3(.97, .97, .99); -vec2 -grad_between(float x, float lower, float upper) -{ - float off = (x - lower) / (upper - lower); - return vec2(off, 1 - off); -} +const float beachline = .5; +const float snowline_low = 28; +const float snowline_high = 30; void main() { gl_FragColor = texture(sampler, texCoord0); - gl_FragColor.xyz *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); - if (height < 0.5) { + gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); + if (height < beachline) { gl_FragColor.rgb *= sand; } - else if (height > 30) { + else if (height > snowline_high) { gl_FragColor.rgb *= snow; } - else if (height > 28) { - vec2 grad = grad_between(height, 28, 30); - gl_FragColor.rgb *= grass + (snow - grass) * grad.x; + else if (height > snowline_low) { + gl_FragColor.rgb *= mix(grass, snow, (height - snowline_low) / (snowline_high - snowline_low)); } else { gl_FragColor.rgb *= grass; diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index 72c9060..dc92e95 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -9,12 +9,10 @@ out vec3 normal0; out float height; uniform mat4 viewProjection; -uniform mat4 model; -uniform vec3 waves; void main() { - gl_Position = viewProjection * model * vec4(position, 1.0); + gl_Position = viewProjection * vec4(position, 1.0); texCoord0 = texCoord; normal0 = normal; height = position.y; diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index 55a0fb8..2efff85 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -8,16 +8,15 @@ out vec2 texCoord0; out float depth; uniform mat4 viewProjection; -uniform mat4 model; uniform vec3 waves; void main() { vec3 wpos = vec3( position.x + cos(waves.x), - cos(waves.x + position.x + (position.z / 7)) * .3, - position.z + cos(waves.x * waves.z)); - gl_Position = viewProjection * model * vec4(wpos, 1.0); + cos(waves.x + position.x + (position.z / 8)) * .3, + position.z + cos(waves.x * waves.z / 2)); + gl_Position = viewProjection * vec4(wpos, 1.0); texCoord0 = texCoord; depth = position.y; } -- cgit v1.2.3