Moved shaders to new directory
This commit is contained in:
parent
0b3f8340e3
commit
99b226237a
1244 changed files with 0 additions and 0 deletions
61
shaders/glsl/terraintessellation/terrain.frag
Normal file
61
shaders/glsl/terraintessellation/terrain.frag
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
#version 450
|
||||
|
||||
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));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue