#version 330 core include(`materialInterface.glsl') include(`materialOut.glsl') uniform sampler2D texture0; const vec3 grass = vec3(.1, .4, .05); const vec3 slope = vec3(.6, .6, .4); 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 float slope_min = .99; const float slope_mid = .95; const float slope_max = .90; vec3 mixBetween(vec3 colA, vec3 colB, float blend, float low, float high) { return mix(colA, colB, (blend - low) / (high - low)); } void main() { vec3 color = texture(texture0, TexCoords).rgb; float height = FragPos.z; if (height < beachline) { // Sandy beach color *= sand; } else if (Normal.z < slope_max) { // Dark rocky face color *= rock; } else { // Colour by lesser slope if (Normal.z < slope_mid) { color *= mixBetween(rock, slope, Normal.z, slope_max, slope_mid); } else if (Normal.z < slope_min) { color *= mixBetween(slope, grass, Normal.z, slope_mid, slope_min); } else { color *= grass; } // Add a snow covering if (height > snowline_low) { vec3 tsnow = color * snow; if (height > snowline_high) { color = tsnow; } else { color = mixBetween(color, tsnow, height, snowline_low, snowline_high); } } } gPosition = ivec4(FragPos, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = vec4(color, 1); }