From 2bc4bcebc93e7211dfb84303888635f888ba8018 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Feb 2021 00:17:58 +0000 Subject: Custom land and water shaders Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. --- gfx/gl/shaders/landmassShader.fs | 41 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 gfx/gl/shaders/landmassShader.fs (limited to 'gfx/gl/shaders/landmassShader.fs') diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs new file mode 100644 index 0000000..36cc971 --- /dev/null +++ b/gfx/gl/shaders/landmassShader.fs @@ -0,0 +1,41 @@ +#version 130 + +in vec2 texCoord0; +in vec3 normal0; +in float height; + +uniform sampler2D sampler; +uniform vec3 lightDirection; +uniform vec3 lightColor; +uniform vec3 ambientColor; + +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); +} + +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 *= sand; + } + else if (height > 30) { + gl_FragColor.rgb *= snow; + } + else if (height > 28) { + vec2 grad = grad_between(height, 28, 30); + gl_FragColor.rgb *= grass + (snow - grass) * grad.x; + } + else { + gl_FragColor.rgb *= grass; + } +} -- cgit v1.2.3