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- #version 150
- // This is the terrain fragment shader. There is a lot of code in here
- // which is not necessary to render the terrain, but included for convenience -
- // Like generating normals from the heightmap or a simple fog effect.
- // Most of the time you want to adjust this shader to get your terrain the look
- // you want. The vertex shader most likely will stay the same.
- in vec2 terrain_uv;
- in vec3 vtx_pos;
- out vec4 color;
- uniform struct {
- sampler2D data_texture;
- sampler2D heightfield;
- int view_index;
- int terrain_size;
- int chunk_size;
- } ShaderTerrainMesh;
- uniform sampler2D p3d_Texture0;
- uniform vec3 wspos_camera;
- // Compute normal from the heightmap, this assumes the terrain is facing z-up
- vec3 get_terrain_normal() {
- const float terrain_height = 50.0;
- vec3 pixel_size = vec3(1.0, -1.0, 0) / textureSize(ShaderTerrainMesh.heightfield, 0).xxx;
- float u0 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.yz).x * terrain_height;
- float u1 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.xz).x * terrain_height;
- float v0 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.zy).x * terrain_height;
- float v1 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.zx).x * terrain_height;
- vec3 tangent = normalize(vec3(1.0, 0, u1 - u0));
- vec3 binormal = normalize(vec3(0, 1.0, v1 - v0));
- return normalize(cross(tangent, binormal));
- }
- void main() {
- vec3 diffuse = texture(p3d_Texture0, terrain_uv * 16.0).xyz;
- vec3 normal = get_terrain_normal();
- // Add some fake lighting - you usually want to use your own lighting code here
- vec3 fake_sun = normalize(vec3(0.7, 0.2, 0.6));
- vec3 shading = max(0.0, dot(normal, fake_sun)) * diffuse;
- shading += vec3(0.07, 0.07, 0.1);
- // Fake fog
- float dist = distance(vtx_pos, wspos_camera);
- float fog_factor = smoothstep(0, 1, dist / 1000.0);
- shading = mix(shading, vec3(0.7, 0.7, 0.8), fog_factor);
- color = vec4(shading, 1.0);
- }
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