diff --git a/shaders/remnant_x.glsl b/shaders/remnant_x.glsl index 0625377..4f2f037 100644 --- a/shaders/remnant_x.glsl +++ b/shaders/remnant_x.glsl @@ -15,17 +15,21 @@ vec3 sunDir = normalize( vec3( 0.35, 0.1, 0.3 ) ); const vec3 sunColour = vec3(1.0, .95, .8); +// @var float SCALE 2.8 0.5 4.0 0.004 +// @var vec3 surfaceColour2 .4 .4 .5 color +// @var vec3 surfaceColour3 .5 .3 0. color +// @var vec3 fogCol .4 .4 .4 color +uniform float SCALE; // 2.8 +uniform vec3 surfaceColour2;// = vec3(.4, .4, 0.5); +uniform vec3 surfaceColour3;// = vec3(.5, 0.3, 0.00); +uniform vec3 fogCol;// = vec3(0.4, 0.4, 0.4); -#define SCALE 2.8 +vec3 surfaceColour1 = vec3(.8, .0, 0.); #define MINRAD2 .25 float minRad2 = clamp(MINRAD2, 1.0e-9, 1.0); vec4 scale = vec4(SCALE, SCALE, SCALE, abs(SCALE)) / minRad2; float absScalem1 = abs(SCALE - 1.0); float AbsScaleRaisedTo1mIters = pow(abs(SCALE), float(1-10)); -vec3 surfaceColour1 = vec3(.8, .0, 0.); -vec3 surfaceColour2 = vec3(.4, .4, 0.5); -vec3 surfaceColour3 = vec3(.5, 0.3, 0.00); -vec3 fogCol = vec3(0.4, 0.4, 0.4); float gTime = 15.; //---------------------------------------------------------------------------------------- diff --git a/shaders/woods.glsl b/shaders/woods.glsl index cdaba7f..f24d6df 100644 --- a/shaders/woods.glsl +++ b/shaders/woods.glsl @@ -14,6 +14,16 @@ // @var tex2 tex09.jpg // @var tex3 tex07.jpg +// @var float mushSca 2.0 0.1 5.0 0.1 +// @var float mushSpeed 0.5 0.05 5.0 0.05 +// @var float mushAmpl 0.1 0.0 0.5 0.01 +// @var float chsca 0.2 0.0 0.5 0.01 + +uniform float mushSca; // = 2.0; +uniform float mushSpeed; // =0.5 +uniform float mushAmpl; // =0.1 +uniform float chsca; // = 0.2; + #define LIGHTRIG 1 // 0 or 1 //#define GODRAYS //#define HIGH_QUALITY_NOISE @@ -131,7 +141,6 @@ vec3 texturize( sampler2D sa, vec3 p, vec3 n ) float treeBase( vec2 pos ) { - float chsca = 0.2; vec2 chos = fract(chsca*pos) - 0.5; return length( chos ); } @@ -155,11 +164,11 @@ vec2 grassDistr( in vec2 pos ) float mushroomAnim( float t ) { - float f = sin( 0.5*t ); + float f = sin( mushSpeed*t ); f = -1.0 + 2.0*smoothstep( 0.45, 0.55, 0.5 + 0.5*f ); - return 1.0 + 0.1*f; + return 1.0 + mushAmpl*f; } float map( in vec3 pos, out vec4 suvw, out float info ) @@ -183,7 +192,6 @@ float map( in vec3 pos, out vec4 suvw, out float info ) // mushroom position - float mushSca = 2.0; vec2 mushWPos = (0.5+floor(mushSca*pos.xz))/mushSca; vec3 mushPos = vec3( fract(mushSca*pos.x)-0.5, mushSca*(pos.y-h), fract(mushSca*pos.z)-0.5 ); float mushID = hash( floor(mushSca*pos.xz) ); @@ -198,7 +206,6 @@ float map( in vec3 pos, out vec4 suvw, out float info ) //----------------------------- // trees { - float chsca = 0.2; vec3 chos = vec3( fract(chsca*pos.x)-0.5, chsca*(pos.y-h), fract(chsca*pos.z)-0.5 ); float y = chos.y; float r = length( chos.xz ); @@ -277,7 +284,6 @@ float map2( in vec3 pos ) //----------------------------- // trees { - float chsca = 0.2; vec3 chos = vec3( fract(chsca*pos.x)-0.5, chsca*(pos.y-h), fract(chsca*pos.z)-0.5 ); float y = chos.y; float r = length( chos.xz );