#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (set = 0, binding = 1) uniform sampler2D displacementMap; layout (set = 0, binding = 2) uniform sampler2DArray terrainLayers; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inEyePos; layout (location = 3) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; vec4 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, 35.0); layers[2] = vec2(30.0, 70.0); layers[3] = vec2(60.0, 95.0); layers[4] = vec2(85.0, 140.0); layers[5] = vec2(140.0, 190.0); vec3 color = vec3(0.0); // Get height from displacement map float height = textureLod(displacementMap, 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(terrainLayers, vec3(inUV * 16.0, i)).rgb; } return vec4(color, 1.0); } void main() { /* todo: no lighting yet vec3 N = normalize(inNormal); vec3 L = normalize(vec3(1.0)); vec3 Eye = normalize(inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec4 IAmbient = vec4(vec3(0.15), 1.0); vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0); outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0)); */ outFragColor = sampleTerrainLayer(); }