2022-01-23 19:43:27 +01:00
|
|
|
#version 410 core
|
|
|
|
|
|
|
|
uniform sampler2D textureSampler;
|
|
|
|
uniform vec3 lightDir;
|
|
|
|
|
|
|
|
in vec3 interpNormal;
|
|
|
|
in vec2 interpTexCoord;
|
|
|
|
|
2022-02-10 19:18:32 +01:00
|
|
|
float near = 00.01f;
|
|
|
|
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 zVal = linearizeDepth(depth);
|
|
|
|
return (1 / (1 + exp(-steepness * (zVal - offset))));
|
|
|
|
}
|
|
|
|
|
2022-01-23 19:43:27 +01:00
|
|
|
void main()
|
|
|
|
{
|
|
|
|
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 normal = normalize(interpNormal);
|
|
|
|
float diffuse = max(dot(normal, -lightDir), 0.0);
|
2022-02-10 19:18:32 +01:00
|
|
|
float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
|
|
|
|
gl_FragColor = vec4(color * diffuse, 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
|
|
|
|
}
|