aboutsummaryrefslogtreecommitdiff
path: root/shaders
diff options
context:
space:
mode:
authorJoshua Rahm <joshua.rahm@colorado.edu>2014-04-25 13:09:42 -0600
committerJoshua Rahm <joshua.rahm@colorado.edu>2014-04-25 13:09:42 -0600
commit0c54864f6301a6e0a7bf5553818995fda883bace (patch)
treed9ddf3607234aa4e8c86c7873cd1bcb3dc3fbaeb /shaders
parente3a07ab4ccf65ddf052b483cf879f6a9bdd97720 (diff)
downloadterralloc-0c54864f6301a6e0a7bf5553818995fda883bace.tar.gz
terralloc-0c54864f6301a6e0a7bf5553818995fda883bace.tar.bz2
terralloc-0c54864f6301a6e0a7bf5553818995fda883bace.zip
have first person view
Diffstat (limited to 'shaders')
-rw-r--r--shaders/basic.frag4
-rw-r--r--shaders/sky.frag4
-rw-r--r--shaders/water.frag3
3 files changed, 8 insertions, 3 deletions
diff --git a/shaders/basic.frag b/shaders/basic.frag
index a97caf8..61e57bf 100644
--- a/shaders/basic.frag
+++ b/shaders/basic.frag
@@ -12,6 +12,8 @@ uniform float dY ;
uniform mat4 mvMatrix ;
uniform mat4 pjMatrix ;
+uniform float fog ;
+
in vec3 normal ;
uniform sampler2D textures[8] ;
@@ -81,5 +83,5 @@ void main() {
float prod = dot( normalize(-newNorm), normalize(vec3(lightPos - position)));
vec3 intensity = vec3(prod,prod,max(prod,0.4)) ;
- frag_color = vec4(color * intensity,1) * vec4(normalize(globalAmbient.xyz),1.0);
+ frag_color = vec4(color * intensity / (-position.z*fog+1),1) * vec4(normalize(globalAmbient.xyz),1.0);
}
diff --git a/shaders/sky.frag b/shaders/sky.frag
index 6d47adb..43b4265 100644
--- a/shaders/sky.frag
+++ b/shaders/sky.frag
@@ -13,6 +13,8 @@ uniform sampler2D night_tex ;
in vec2 texcoord;
in vec4 position ;
+uniform float mult ;
+
float exp1( float x ) {
return 2 / (1+exp(-x))-1;
}
@@ -28,6 +30,6 @@ void main() {
mix(texture2D(night_tex,texcoord) * (1-globalAmbient.a),
texture2D(texture,texcoord) * vec4(normalize(globalAmbient.xyz),1),
(globalAmbient.a + 1) / 2) * 1.8 ;
- frag_color = frag_color + mul ;
+ frag_color = (frag_color + mul)*mult ;
}
diff --git a/shaders/water.frag b/shaders/water.frag
index 6c2aa2b..6e32796 100644
--- a/shaders/water.frag
+++ b/shaders/water.frag
@@ -12,6 +12,7 @@ uniform sampler2D texture ;
uniform sampler2D skytex ;
uniform sampler2D skynight ;
uniform vec4 lightpos ;
+uniform float fog ;
in vec3 normal ;
in vec4 position ;
@@ -79,6 +80,6 @@ void main() {
// frag_color = vec4( 0,0,1, 1.0 );
// frag_color = vec4(tex_x,tex_y,0,1.0) ;
// vec4 color = sample(0,0);
- frag_color = vec4(vec3(refcolor) * vec3(0.6,0.8,1.0),0.95) * vec4(normalize(globalAmbient.xyz),1.0);
+ frag_color = vec4(vec3(refcolor) * vec3(0.6,0.8,1.0) / (-position.z*fog+1),0.95) * vec4(normalize(globalAmbient.xyz),1.0);
// frag_color = vec4(0,0,1,0.8) ;
}