blob: 4d998d56898e5a3d11a2f2b8120dce28778932ca [file] [log] [blame]
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 4, std140) uniform GlobalPSData
{
vec4 g_CamPos;
vec4 g_SunDir;
vec4 g_SunColor;
vec4 g_ResolutionParams;
vec4 g_TimeParams;
vec4 g_FogColor_Distance;
} _101;
layout(binding = 2) uniform mediump sampler2D TexNormalmap;
layout(location = 3) out vec4 LightingOut;
layout(location = 2) out vec4 NormalOut;
layout(location = 1) out vec4 SpecularOut;
layout(location = 0) out vec4 AlbedoOut;
layout(location = 0) in vec2 TexCoord;
layout(location = 1) in vec3 EyeVec;
float saturate(float x)
{
return clamp(x, 0.0, 1.0);
}
void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic)
{
LightingOut = vec4(0.0);
NormalOut = vec4((Normal * 0.5) + vec3(0.5), 0.0);
SpecularOut = vec4(Roughness, Metallic, 0.0, 0.0);
AlbedoOut = vec4(Albedo, 1.0);
}
void main()
{
vec3 Normal = (texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0);
Normal = normalize(Normal);
highp float param = length(EyeVec) / 1000.0;
vec2 scatter_uv;
scatter_uv.x = saturate(param);
vec3 nEye = normalize(EyeVec);
scatter_uv.y = 0.0;
vec3 Color = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625);
vec3 grass = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625);
vec3 dirt = vec3(0.100000001490116119384765625);
vec3 snow = vec3(0.800000011920928955078125);
float grass_snow = smoothstep(0.0, 0.1500000059604644775390625, (_101.g_CamPos.y + EyeVec.y) / 200.0);
vec3 base = mix(grass, snow, vec3(grass_snow));
float edge = smoothstep(0.699999988079071044921875, 0.75, Normal.y);
Color = mix(dirt, base, vec3(edge));
Color *= Color;
float Roughness = 1.0 - (edge * grass_snow);
highp vec3 param_1 = Color;
highp vec3 param_2 = Normal;
highp float param_3 = Roughness;
highp float param_4 = 0.0;
Resolve(param_1, param_2, param_3, param_4);
}