pleascach/assets/shaders/terrain.frag

28 lines
637 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;
vec4 frustum[6];
vec2 viewport;
float tess_factor;
float tess_edge_size;
};
layout (set = 0, binding = 1) uniform sampler2D heightmap;
void main() {
//vec3 light_pos = vec3(10.0*cos(time), 10.0, 0.0);
vec3 L = normalize(cam_pos-pos);
float r = length(cam_pos-pos);
float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
FragColor = vec4(t*norm, 1.0);
}