WS30: Initial shoreline shader
Using steepness to create a shoreline
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1 changed files with 5 additions and 1 deletions
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@ -443,7 +443,11 @@ void main()
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if ((water_shader == 1) && (fg_photoScenery == false) && fg_materialParams3[lc].x > 0.5) {
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if ((water_shader == 1) && (fg_photoScenery == false) && fg_materialParams3[lc].x > 0.5) {
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// This is a water fragment, so calculate the fragment color procedurally
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// This is a water fragment, so calculate the fragment color procedurally
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texel = generateWaterTexel();
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// and mix with some sand colour if near an edge
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//bool adjacentwater = fg_materialParams3[lc_n.x].x > 0.5;
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//texel = mix(generateWaterTexel(), texel, adjacentwater ? 0.0 : smoothstep(0.1, 0.2, mfact[0]));
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//texel = mix(generateWaterTexel(), vec4(0.6,0.6,0.4,1.0), adjacentwater ? 0.0 : smoothstep(0.1, 0.2, mfact[0]));
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texel = mix(vec4(0.6,0.6,0.4,1.0), generateWaterTexel(), smoothstep(0.98,1.0,steepness));
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fragColor = texel;
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fragColor = texel;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
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} else {
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} else {
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