1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
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;
}
}
|