40 lines
876 B
Plaintext
40 lines
876 B
Plaintext
shader_type spatial;
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uniform float slope_factor = 8.0;
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uniform float blend_value = 0.5;
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uniform sampler2D light_map;
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uniform sampler2D grass_tex;
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uniform vec2 grass_scale;
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uniform sampler2D dirt_tex;
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uniform vec2 dirt_scale;
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varying float height_val;
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varying vec3 normal;
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void vertex(){
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height_val = VERTEX.y;
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normal = NORMAL;
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}
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float get_slope_of_terrain(float height_normal){
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float slope = 1.0-height_normal;
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slope *= slope;
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return (slope*slope_factor);
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}
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void fragment(){
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vec3 dirt = vec3(texture(dirt_tex, UV*dirt_scale).rgb);
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vec3 grass = vec3(texture(grass_tex, UV*grass_scale).rgb);
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float slope = clamp(get_slope_of_terrain(normal.y), 0.0, 1.0);
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vec3 mixin = mix(grass, dirt, slope);
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vec3 lightmap = vec3(texture(light_map, UV).rgb)*0.5;
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vec3 final_mix = mix(lightmap, mixin, vec3(blend_value, blend_value, blend_value));
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ALBEDO = final_mix;
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}
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