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-rw-r--r--shaders/terrain_fragment.glsl17
-rw-r--r--shaders/water_fragment.glsl13
2 files changed, 24 insertions, 6 deletions
diff --git a/shaders/terrain_fragment.glsl b/shaders/terrain_fragment.glsl
index aa2de9b..7197883 100644
--- a/shaders/terrain_fragment.glsl
+++ b/shaders/terrain_fragment.glsl
@@ -11,14 +11,19 @@ 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-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);
- vec4 t0 = texture2D(tex[0], gl_TexCoord[0].st);
- vec4 t1 = texture2D(tex[1], gl_TexCoord[0].st);
- vec4 t2 = texture2D(tex[2], gl_TexCoord[0].st);
+ vec4 grass = texture2D(tex[0], gl_TexCoord[0].st);
+ vec4 rock = texture2D(tex[1], gl_TexCoord[0].st);
+ vec4 soil = texture2D(tex[2], gl_TexCoord[0].st);
- gl_FragColor = mix(mix(t2, t0, f2), t1, f1) * diffuse;
+ 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 &&
diff --git a/shaders/water_fragment.glsl b/shaders/water_fragment.glsl
new file mode 100644
index 0000000..857a500
--- /dev/null
+++ b/shaders/water_fragment.glsl
@@ -0,0 +1,13 @@
+#version 120
+
+varying vec3 pos;
+uniform vec3 player_pos;
+uniform sampler2D tex;
+
+void main() {
+ gl_FragColor = texture2D(tex, gl_TexCoord[0].st) - vec4(.2, .2, 0, 0);
+ gl_FragColor = mix(gl_FragColor, gl_Fog.color, pow(length(player_pos - pos)/100, 5));
+ gl_FragColor.a = 0.7;
+}
+
+/* vim: set syn=glsl: */