#version 460 core layout (location = 0) in vec3 norm; layout (location = 1) in vec2 texCoord; layout (location = 2) in vec3 pos; layout (location = 0) out vec4 FragColor; layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; layout (set = 0, binding = 1) uniform sampler2D heightmap; float height(vec2 uv) { return 15.0 * texture(heightmap, uv).r; } void main() { vec3 N = norm; vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0; vec3 L = normalize(light_pos-pos); float r = length(light_pos-pos); float t = clamp(dot(L, N), 0.0, 1.0) * 20.0/(r*r); FragColor = vec4(1.0); }