// Copyright 2020 Google LLC Texture2D textureHeight : register(t1); SamplerState samplerHeight : register(s1); Texture2DArray textureLayers : register(t2); SamplerState samplerLayers : register(s2); struct DSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; [[vk::location(4)]] float3 EyePos : POSITION1; [[vk::location(5)]] float3 WorldPos : POSITION0; }; float3 sampleTerrainLayer(float2 inUV) { // Define some layer ranges for sampling depending on terrain height float2 layers[6]; layers[0] = float2(-10.0, 10.0); layers[1] = float2(5.0, 45.0); layers[2] = float2(45.0, 80.0); layers[3] = float2(75.0, 100.0); layers[4] = float2(95.0, 140.0); layers[5] = float2(140.0, 190.0); float3 color = float3(0.0, 0.0, 0.0); // Get height from displacement map float height = textureHeight.SampleLevel(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 * textureLayers.Sample(samplerLayers, float3(inUV * 16.0, i)).rgb; } return color; } float fog(float density, float4 FragCoord) { const float LOG2 = -1.442695; float dist = FragCoord.z / FragCoord.w * 0.1; float d = density * dist; return 1.0 - clamp(exp2(d * d * LOG2), 0.0, 1.0); } float4 main(DSOutput input) : SV_TARGET { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 ambient = float3(0.5, 0.5, 0.5); float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0); float4 color = float4((ambient + diffuse) * sampleTerrainLayer(input.UV), 1.0); const float4 fogColor = float4(0.47, 0.5, 0.67, 0.0); return lerp(color, fogColor, fog(0.25, input.Pos)); }