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#version 330 core
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);
const vec3 rock = vec3(.2, .2, .1);
const vec3 sand = vec3(.76, .7, .5);
const vec3 snow = vec3(.97, .97, .99);
const int beachline = 500;
const int snowline_low = 28000;
const int 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()
{
ivec3 position = ivec3(FragPos) + viewPoint;
vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb;
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
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(position, 1);
gNormal = vec4(Normal, 1);
gAlbedoSpec = vec4(color, 1);
}
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