terravisor/shaders/fragment.glsl

83 lines
2.9 KiB
GLSL

#version 450 core
layout(binding = 0) uniform sampler2D heightTexture;
in TE_OUT {
vec3 position;
vec2 texCoord;
vec3 normal;
} fs_in;
layout(std140, binding = 0) uniform SceneUniforms
{
mat4 PV; //camera projection * view matrix
vec4 eye_w; //world-space eye position
};
layout(location = 0) out vec4 FragColor;
layout(location = 1) out vec4 FragPosition;
float getHeight(vec2 uv) {
return texture(heightTexture, uv).r * 0.025f;
}
vec3 calculateNormalsFromHeightTexture() {
// Calculate height at base_uv
float height = getHeight(fs_in.texCoord);
// Calculate normals using height differences around the fragment
float eps = 1.0f / textureSize(heightTexture, 0).x;
float hRight = getHeight(fs_in.texCoord + vec2(eps, 0.0));
float hLeft = getHeight(fs_in.texCoord - vec2(eps, 0.0));
float hUp = getHeight(fs_in.texCoord + vec2(0.0, eps));
float hDown = getHeight(fs_in.texCoord - vec2(0.0, eps));
float heightTL = getHeight(fs_in.texCoord + vec2(-eps, eps));
float heightT = getHeight(fs_in.texCoord + vec2( 0.0, eps));
float heightTR = getHeight(fs_in.texCoord + vec2( eps, eps));
float heightL = getHeight(fs_in.texCoord + vec2(-eps, 0.0));
float heightR = getHeight(fs_in.texCoord + vec2( eps, 0.0));
float heightBL = getHeight(fs_in.texCoord + vec2(-eps, -eps));
float heightB = getHeight(fs_in.texCoord + vec2( 0.0, -eps));
float heightBR = getHeight(fs_in.texCoord + vec2( eps, -eps));
float sobelX = (heightTL + 2.0 * heightL + heightBL) - (heightTR + 2.0 * heightR + heightBR);
float sobelZ = (heightTL + 2.0 * heightT + heightTR) - (heightBL + 2.0 * heightB + heightBR);
vec3 tangentX = normalize(vec3(eps, 0.0, sobelX));
vec3 tangentZ = normalize(vec3(0.0, sobelZ, eps));
// Final normal for the fragment
return normalize(cross(tangentZ, tangentX));
}
void main() {
//FragColor = vec4(fragNormal, 1.0f);
float shininess = 1.0f;
vec3 lightColor = vec3(0.5f);
vec3 objectColor = vec3(texture(heightTexture, fs_in.texCoord).r);
// Ambient
vec3 ambient = vec3(0.15f) * vec3(0.15f);
// Diffuse
//vec3 norm = normalize(normal);
vec3 norm = calculateNormalsFromHeightTexture();
vec3 lightDir = normalize(vec3(1.0f, 1.0f, -1.0f) - fs_in.position);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * vec3(texture(heightTexture, fs_in.texCoord).r);
// Specular (Phong)
vec3 viewDir = normalize(eye_w.xyz - fs_in.position);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
vec3 specular = spec * lightColor;
// Combine results
vec3 result = ambient + diffuse;
FragColor = vec4(fs_in.normal, 1.0);
FragPosition = vec4(fs_in.position, 1.0);
//FragColor = vec4(vec3(texture(heightTexture, fs_in.texCoord).r), 1.0);
//FragColor = vec4((fs_in.position * 0.5 + 0.5), 1.0);
}