#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (set = 0, binding = 1) uniform sampler2D samplerHeight; layout (set = 0, binding = 2) uniform sampler2DArray samplerLayers; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inViewVec; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec3 inEyePos; layout (location = 5) in vec3 inWorldPos; layout (location = 0) out vec4 outFragColor; vec3 sampleTerrainLayer() { // Define some layer ranges for sampling depending on terrain height vec2 layers[6]; layers[0] = vec2(-10.0, 10.0); layers[1] = vec2(5.0, 45.0); layers[2] = vec2(45.0, 80.0); layers[3] = vec2(75.0, 100.0); layers[4] = vec2(95.0, 140.0); layers[5] = vec2(140.0, 190.0); vec3 color = vec3(0.0); // Get height from displacement map float height = textureLod(samplerHeight, inUV, 0.0).r * 255.0; for (int i = 0; i < 6; i++) { float range = layers[i].y - layers[i].x; float weight = (range - abs(height - layers[i].y)) / range; weight = max(0.0, weight); color += weight * texture(samplerLayers, vec3(inUV * 16.0, i)).rgb; } return color; } float fog(float density) { const float LOG2 = -1.442695; float dist = gl_FragCoord.z / gl_FragCoord.w * 0.1; float d = density * dist; return 1.0 - clamp(exp2(d * d * LOG2), 0.0, 1.0); } void main() { vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 ambient = vec3(0.5); vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); vec4 color = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0); const vec4 fogColor = vec4(0.47, 0.5, 0.67, 0.0); outFragColor = mix(color, fogColor, fog(0.25)); }