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 ++++++++++++++++++++++++++++++++++++++++ gfx/gl/shaders/landmassShader.vs | 21 ++++++++++++++++++++ gfx/gl/shaders/waterShader.fs | 13 +++++++++++++ gfx/gl/shaders/waterShader.vs | 23 ++++++++++++++++++++++ 4 files changed, 98 insertions(+) create mode 100644 gfx/gl/shaders/landmassShader.fs create mode 100644 gfx/gl/shaders/landmassShader.vs create mode 100644 gfx/gl/shaders/waterShader.fs create mode 100644 gfx/gl/shaders/waterShader.vs (limited to 'gfx/gl/shaders') 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; + } +} diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs new file mode 100644 index 0000000..72c9060 --- /dev/null +++ b/gfx/gl/shaders/landmassShader.vs @@ -0,0 +1,21 @@ +#version 130 + +in vec3 position; +in vec2 texCoord; +in vec3 normal; + +out vec2 texCoord0; +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); + texCoord0 = texCoord; + normal0 = normal; + height = position.y; +} diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/waterShader.fs new file mode 100644 index 0000000..bdfbc33 --- /dev/null +++ b/gfx/gl/shaders/waterShader.fs @@ -0,0 +1,13 @@ +#version 130 + +in vec2 texCoord0; +in float depth; + +uniform sampler2D sampler; +uniform vec3 waves; + +void main() +{ + gl_FragColor = texture(sampler, texCoord0); + gl_FragColor.a *= clamp(-depth * .7, .1, 1.0); +} diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs new file mode 100644 index 0000000..55a0fb8 --- /dev/null +++ b/gfx/gl/shaders/waterShader.vs @@ -0,0 +1,23 @@ +#version 130 + +in vec3 position; +in vec2 texCoord; +in vec3 normal; + +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); + texCoord0 = texCoord; + depth = position.y; +} -- cgit v1.2.3