terravisor/shaders/fragment.glsl

54 lines
2.0 KiB
GLSL

#version 450 core
layout(binding = 0) uniform sampler2D heightTexture;
layout(binding = 1) uniform sampler2D colorTexture;
in TE_OUT {
vec3 position;
vec2 texCoord;
vec3 normal;
} fs_in;
layout(location = 0) out vec4 albedoGbuffer;
layout(location = 1) out vec4 positionGbuffer;
layout(location = 2) out vec4 normalGbuffer;
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() {
albedoGbuffer = texture(colorTexture, vec2(fs_in.texCoord.x, -fs_in.texCoord.y));
positionGbuffer = vec4(fs_in.position, 1.0f);
normalGbuffer = vec4(fs_in.normal, 1.0f);
}