Weiter am Wettersystem gearbeitet, ordentliche Wolken und Regen etc ergänzt

This commit is contained in:
2026-07-24 11:41:05 +02:00
parent 5a7d9897e4
commit 919f70bb44
47 changed files with 1665 additions and 1073 deletions

View File

@@ -16,9 +16,11 @@ uniform sampler2D m_AlphaMap_2;
uniform sampler2DArray m_NormalArray;
#endif
uniform vec3 m_LightDir;
uniform vec3 m_SunColor;
uniform vec3 m_AmbientColor;
uniform vec3 m_LightDir;
uniform vec3 m_SunColor;
uniform vec3 m_AmbientColor;
uniform float m_Wetness;
uniform vec3 g_CameraPosition;
in vec2 vSplatUV;
in vec3 vWorldPos;
@@ -106,14 +108,20 @@ void main() {
N = normalize(pertN);
#endif
vec3 lightDir = normalize(m_LightDir);
float diff = max(dot(N, lightDir), 0.0);
vec3 light = m_AmbientColor + m_SunColor * diff;
vec3 lightDir = normalize(m_LightDir);
float diff = max(dot(N, lightDir), 0.0);
vec3 light = m_AmbientColor + m_SunColor * diff;
// Nass-Effekt: Oberfläche abdunkeln + Blinn-Phong Specular Schimmer
col.rgb *= (1.0 - 0.20 * m_Wetness);
vec3 viewDir = normalize(g_CameraPosition - vWorldPos);
vec3 H = normalize(lightDir + viewDir);
float spec = pow(max(dot(N, H), 0.0), 80.0) * m_Wetness;
const float BRIGHTNESS = 0.80;
#ifdef DEBUG_NO_LIGHT
outColor = vec4(col.rgb * BRIGHTNESS, col.a);
#else
outColor = vec4(col.rgb * light * BRIGHTNESS, col.a);
outColor = vec4(col.rgb * light * BRIGHTNESS + vec3(spec * 0.35), col.a);
#endif
}