diff --git a/Effects/forest.eff b/Effects/forest.eff index 52b2b8ad6..eba84aca1 100644 --- a/Effects/forest.eff +++ b/Effects/forest.eff @@ -23,6 +23,7 @@ repeat normalized + /sim/rendering/snow-level-m @@ -121,6 +122,11 @@ sampler-1d 3 + + snowlevel + float + snow-level + diff --git a/Shaders/forest.frag b/Shaders/forest.frag index 057b00c12..3d632b537 100644 --- a/Shaders/forest.frag +++ b/Shaders/forest.frag @@ -10,11 +10,12 @@ uniform sampler2D SampleTex; uniform sampler1D ColorsTex; uniform sampler2D SampleTex2; +uniform float snowlevel; // From /sim/rendering/snow-level-m + const float scale = 1.0; void main (void) { - const float snowlevel=2000.0; vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144); vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144); @@ -55,9 +56,11 @@ void main (void) c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9)); c5 = mix(c3, c4, 1.0); - //mix floor with texture right way c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4)); + + //snow + c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz)); vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0); diff --git a/Shaders/forest.vert b/Shaders/forest.vert index 29f9ad7d0..631133d09 100644 --- a/Shaders/forest.vert +++ b/Shaders/forest.vert @@ -4,7 +4,6 @@ varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; -//varying vec4 constantColor; void main(void) { @@ -16,7 +15,5 @@ void main(void) Normal = normalize(gl_Normal); gl_FrontColor = gl_Color; - //constantColor = gl_FrontMaterial.emission - // + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); }