/usr/share/games/pink-pony/GLSL/heightmap.frag is in pink-pony-data 1.4.1-1build3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 | uniform sampler2D sand;
uniform sampler2D grass;
uniform sampler2D noise;
uniform float water_level;
uniform vec3 hemi_pole;
uniform vec4 hemi_sky;
uniform vec4 hemi_ground;
uniform float velvet_coeff;
uniform vec3 water_color;
varying vec3 eye;
varying vec3 light;
varying vec3 normal;
varying vec3 world_coord;
vec4 diffuse (vec3 l, vec3 n, vec3 v, int light_no)
{
vec4 color = gl_LightSource[light_no].diffuse;
return color * max(0.0, dot(l, n)) * 1.3;
}
vec4 hemisphere (vec3 n)
{
vec3 p = gl_NormalMatrix * hemi_pole;
float cos_phi = dot(n, p);
float i = 0.5 + (0.5 * cos_phi);
return mix(hemi_ground, hemi_sky, i);
}
float velvet (vec3 l, vec3 n, vec3 v, float exp)
{
return velvet_coeff * 2.0 * pow(1.0 - max(0.0, dot(v, n)), exp);
}
void main (void)
{
vec3 my_normal = normalize(normal);
vec3 my_eye = normalize(eye);
vec4 hemi = hemisphere (my_normal);
float t = smoothstep(water_level + 5.65,
water_level + 6.35,
world_coord.y +
3.0 * texture2D(noise, world_coord.xz * 0.005).r);
gl_FragColor = vec4(0,0,0,0);
if (world_coord.y > water_level + 2.0) {
gl_FragColor = t * texture2D(grass, world_coord.xz * 0.05)
* (diffuse(light, my_normal, -my_eye, 0)
+ hemi * velvet(light, my_normal, -my_eye, 7.0) * 0.5
+ hemi);
}
if (world_coord.y < water_level + 7.0) {
gl_FragColor = gl_FragColor
+ (1.0-t)
* texture2D(sand, world_coord.xz * 0.025)
* (diffuse(light, my_normal, -my_eye, 0) * 0.75
+ hemi * velvet(light, my_normal, -my_eye, 25.0) * -0.2
+ hemi * 1.0);
}
if (world_coord.y < water_level) {
gl_FragColor =
mix(gl_FragColor, vec4(water_color,1.0),
pow((water_level - world_coord.y) / water_level, 0.5));
}
}
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