#version 410 core uniform sampler2D textureSampler; uniform sampler2D normalSampler; uniform vec3 lightPos; uniform vec3 cameraPos; in vec3 interpNormal; in vec2 interpTexCoord; in vec3 fragPos; in vec3 viewDirTS; in vec3 lightDirTS; float near = 0.25f; float far = 100.0f; float linearizeDepth(float depth) { return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near)); } float logisticDepth(float depth, float steepness, float offset); float logisticDepth(float depth, float steepness, float offset) { float zVal = linearizeDepth(depth); return (1 / (1 + exp(-steepness * (zVal - offset)))); } void main() { float depth = logisticDepth(gl_FragCoord.z, 0.5f, 5.0f); vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami' vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 lightDir = normalize(lightDirTS); vec3 V = normalize(viewDirTS); vec3 normal = normalize(vec3(texture2D(normalSampler, modifiedTexCoord)) * 2 - 1); vec3 R = reflect(-normalize(lightDir),normal); float specular = pow(max(0,dot(R,V)),100); float diffuse = max(0,dot(normal,normalize(lightDir))); gl_FragColor = vec4(mix(color,color*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f); }