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