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authorJon Bergli Heier <snakebite@jvnv.net>2011-05-28 19:17:22 +0200
committerJon Bergli Heier <snakebite@jvnv.net>2011-05-28 19:27:11 +0200
commit91458d9a72fc0e74d4a6601221bbeaba907bfa85 (patch)
treef42354a60028e1aa5cc8fba6b29169279463a635
parent303636788d5e6ae546f4581f772e71309e3bcffc (diff)
Color terrain blue while underwater, raised sand level.
-rw-r--r--shaders/terrain_fragment.glsl9
1 files changed, 3 insertions, 6 deletions
diff --git a/shaders/terrain_fragment.glsl b/shaders/terrain_fragment.glsl
index 7197883..8b966fd 100644
--- a/shaders/terrain_fragment.glsl
+++ b/shaders/terrain_fragment.glsl
@@ -11,10 +11,8 @@ void main() {
vec3 n = normalize(normal);
float diffuse = max(dot(n, light_pos), 0.5);
- //float f1 = clamp((pos.y-15.0) / 3.0, 0.0, 1.0);
- //float f2 = clamp((pos.y-2) / 3.0, 0.0, 1.0);
float f1 = clamp((pos.y-60.0) / 3.0, 0.0, 1.0);
- float f2 = clamp((pos.y-30) / 3.0, 0.0, 1.0);
+ float f2 = clamp((pos.y-33) / 3.0, 0.0, 1.0);
vec4 grass = texture2D(tex[0], gl_TexCoord[0].st);
vec4 rock = texture2D(tex[1], gl_TexCoord[0].st);
@@ -22,9 +20,6 @@ void main() {
gl_FragColor = mix(mix(soil, grass, f2), rock, f1) * diffuse;
- //gl_FragColor = mix(gl_FragColor, gl_FragColor*vec4(0, 0, 1, 0), clamp(31 - pos.y, 0.0, 1.0));
- //gl_FragColor += vec4(0, 0, 1, clamp(31 - pos.y, 0.0, 1.0));
-
/* selection marker */
if(show_sel &&
pos.x >= selpos.x-1 && pos.x <= selpos.x+1 &&
@@ -33,6 +28,8 @@ void main() {
gl_FragColor += texture2D(marktex, st);
}
gl_FragColor = mix(gl_FragColor, gl_Fog.color, pow(length(player_pos - pos)/100, 5));
+ if(player_pos.y < 30 - 1.7)
+ gl_FragColor = mix(gl_FragColor, vec4(0, .3, .8, 0), .7);
}
/* vim: set syn=glsl: */