#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; vec3 cam_dir; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; layout (set = 0, binding = 1) uniform sampler2D heightmap; void main() { /* extract L (light direction) from view matrix */ vec3 L = -cam_dir; float r = length(cam_pos-pos); float t = clamp(dot(L, norm), 0.0, 1.0) * 200.0/(r*r); FragColor = vec4(vec3(t), 1.0); }