From 303636788d5e6ae546f4581f772e71309e3bcffc Mon Sep 17 00:00:00 2001 From: Jon Bergli Heier Date: Sat, 28 May 2011 13:58:39 +0200 Subject: Terrain changes, added water. --- shaders/terrain_fragment.glsl | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) (limited to 'shaders/terrain_fragment.glsl') 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 && -- cgit v1.2.3