Weiter am Wettersystem gearbeitet, ordentliche Wolken und Regen etc ergänzt
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@@ -1,7 +1,8 @@
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uniform vec4 g_AmbientLightColor;
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uniform vec4 g_AmbientLightColor;
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uniform vec3 m_SunDir; // Richtung von der Fläche zur Sonne (world-space, normiert)
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uniform vec4 m_SunColor; // Sonnenfarbe RGB
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uniform vec3 m_SunDir; // Richtung von der Fläche zur Sonne (world-space, normiert)
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uniform vec4 m_SunColor; // Sonnenfarbe RGB
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uniform float m_Wetness;
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in vec4 varColor;
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in vec3 varNormal;
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@@ -23,12 +24,13 @@ void main() {
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float light = nDotL + sss;
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vec3 ambient = g_AmbientLightColor.rgb * varColor.rgb;
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vec3 diffuse = m_SunColor.rgb * varColor.rgb * light;
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vec3 col = varColor.rgb * (1.0 - 0.18 * m_Wetness);
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vec3 ambient = g_AmbientLightColor.rgb * col;
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vec3 diffuse = m_SunColor.rgb * col * light;
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// Farbe nicht über die Vertex-Color-Helligkeit hinaus aufhellen
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vec3 result = ambient + diffuse;
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result = min(result, varColor.rgb * 1.5);
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outFragColor = vec4(result, 1.0);
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result = min(result, col * 1.5);
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float shine = pow(max(nDotL, 0.0), 12.0) * m_Wetness * 0.25;
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outFragColor = vec4(result + vec3(shine), 1.0);
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}
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