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