X-Git-Url: https://eleni.mutantstargoat.com/git/?p=demo;a=blobdiff_plain;f=shaders%2Fdefault.f.glsl;fp=shaders%2Fdefault.f.glsl;h=fe78fbc7e030bc69baa74c3f3f51032effc5fe54;hp=0000000000000000000000000000000000000000;hb=0f6519c2606f2863d9c7ee8b9754b9f23df281ab;hpb=05d269a194496bcef85da78652b947f5bf1c9bcf diff --git a/shaders/default.f.glsl b/shaders/default.f.glsl new file mode 100644 index 0000000..fe78fbc --- /dev/null +++ b/shaders/default.f.glsl @@ -0,0 +1,39 @@ +#version 450 + +#define SHADING_UNIFORMS 1 + +layout(binding = 0) uniform sampler2D tex; +layout(binding = 1) uniform samplerCube dstex; + +layout(std140, binding = SHADING_UNIFORMS) uniform fu { + vec4 diffuse; + vec4 specular; + float shininess; + float fog_density; +} s; + +const vec3 sky_color = vec3(0.35, 0.5, 0.65); +// const float fog_density = 0.005; + +/* varyings */ +layout(location = 4) in vec3 pos; +layout(location = 5) in vec2 tex_coord; +layout(location = 6) in vec3 world_normal; + +layout(location = 0) out vec4 color; + +void main() +{ + vec4 itexel = textureCube(dstex, normalize(world_normal)); + + float dist = -pos.z; + float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); + + vec4 texel = texture2D(tex, tex_coord); + + // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; + vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; + + color.xyz = mix(sky_color, object_color, fog); + color.w = 1.0; +}