29 lines
639 B
GLSL

#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);
}