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-rwxr-xr-xresources/shaders/shader.frag15
1 files changed, 9 insertions, 6 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index ea7569b..80a65a2 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -18,7 +18,8 @@ uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
uniform float alpha = 1.0;
-uniform sampler2D sampler;
+uniform sampler2D groundSampler;
+uniform sampler2D skySampler;
uniform vec2 widthBounds;
uniform vec2 lengthBounds;
//uniform float test = 0;
@@ -53,7 +54,7 @@ void main() {
vec3 posToCam = normalize(camera_worldSpace - pos);
float spec = pow(clamp(dot(posToCam, reflectedLight), 0, 1), 2.f);
-// fragColor = texture(sampler, vec2(0.5f, 0.5f));
+// fragColor = texture(groundSampler, vec2(0.5f, 0.5f));
// fragColor = vec4(abs(pos.x / 160.f), pos.y, 0.f, 1.f);
// fragColor = vec4(uv.y, uv.y, 0.f, 1.f);
// fragColor = vec4(camera_worldSpace.x - pos[0], camera_worldSpace.y - pos[1], pos[2], 1.f);
@@ -75,13 +76,15 @@ void main() {
// vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
float waterBlurriness = 0.f;
vec2 refrUVBlurry = (1 - beerAtt) * vec2(rand(refrUV), rand(vec4(pos, d))) * waterBlurriness + refrUV;
- vec4 transmissive = texture(sampler, vec2(refrUVBlurry));
+ vec4 transmissive = texture(groundSampler, vec2(refrUVBlurry));
vec4 murk = (vec4(waterVolumeColor * d * murkDiffuse + waterVolumeColor * murkAmbient, 1.0f));
// refrProb *= beerAtt;
fragColor = 0.75f * diffuse; // Diffuse
- fragColor = vec4(0,0,0,0);
+// fragColor = vec4(0, 0, 0, 1.f);
+// fragColor = vec4(.9f,1.f,1.f,0);
+ fragColor = vec4(red * .2f, green * .2f, blue * .2f,1.f);
fragColor += 1.f * specular; // Specular TODO: Pass multiplications as uniforms.
fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
fragColor *= ((1 - refrProb) / 1.f);
@@ -91,7 +94,7 @@ void main() {
fragColor += refrProb * volumetric;
// fragColor = transmissive * refrProb;
- fragColor = vec4(vec3(fragColor), 1.5f);
+ fragColor = vec4(vec3(fragColor), 1.f);
// Dividing refrProb by 2 just for heuristic. Want more phong to show through.
// fragColor = clamp(fragColor, 0.f, 1.f);
// fragColor = vec4(refrProb, 0.f, 0.f, 1.f);
@@ -101,7 +104,7 @@ void main() {
// (1 - refrProb) * SPECULAR
// refrProb * (BEER * TRANSMISSIVE + (1 - beerAtt) * VOLUME (which is somewhat diffuse too?))
// Transmissive shouldn't just get darker, but blurrier as beer attenuation lowers.
-// fragColor = texture(sampler, vec2(refrUV));
+// fragColor = texture(groundSampler, vec2(refrUV));
// fragColor = vec4(normal_worldSpace[0], 0, normal_worldSpace[1], 1.f);
// fragColor = diffuse;
}