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- #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));
- }
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