diff --git a/Shaders/forest.frag b/Shaders/forest.frag index de9260cf6..7739a6677 100644 --- a/Shaders/forest.frag +++ b/Shaders/forest.frag @@ -59,26 +59,39 @@ 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); - //brings vegetation 'floor' only at vegetationlevel - if (vegetationlevel < 2200) { + if (vegetationlevel <= 2200) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4)); } - //draw (almost) bare peaks - else { + if (vegetationlevel > 2200 && vegetationlevel < 2300) { + c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.2)); + } + + if (vegetationlevel >= 2300 || vegetationlevel < 2530) { + c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.4)); + } + + if (vegetationlevel >= 2530 && vegetationlevel < 2670) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1)); } + if (vegetationlevel >= 2670) { + c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1)); + } + + //adding snow and permanent snow/glacier - if (vegetationlevel > snowlevel || vegetationlevel > 3300) { + if (vegetationlevel > snowlevel || vegetationlevel > 3100) { c3 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3)); c4 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.2)); c5 = mix(c3, c4, 1.0); c1 = mix(c1, c5, clamp(0.65, -n, 0.6)); } - //snow (just white color at the moment) + + + //old 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)); diff --git a/Textures/Terrain/rock.png b/Textures/Terrain/rock.png index f2c6a7d77..c285cda61 100644 Binary files a/Textures/Terrain/rock.png and b/Textures/Terrain/rock.png differ diff --git a/materials.xml b/materials.xml index 91473c7fc..5dbcb93b6 100644 --- a/materials.xml +++ b/materials.xml @@ -1200,7 +1200,7 @@ Shared parameters for various materials. HerbTundraCover - Effects/landmass-nowood + Effects/herbtundra Terrain/herbtundra.png Terrain/herbtundra2.png Terrain/herbtundra3.png