78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
varying vec2 TexCoord;
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varying vec3 vViewDirTangent;
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uniform sampler2D Texture;
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uniform sampler2D BakedTexture;
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uniform float uHeightScale;
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uniform float uDistanceToPlanetSurface;
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uniform float uCurrentZFar;
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varying vec3 worldPosition;
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uniform vec3 uViewPos;
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const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
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void main() {
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vec3 viewDir = normalize(vViewDirTangent);
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// Получаем высоту из альфа-канала запеченной текстуры
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float height = texture2D(Texture, TexCoord).a;
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// Смещение. Знак минус используется, если мы хотим "вдавить" камни
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// Деление на viewDir.z помогает избежать сильных искажений под углом
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//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
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vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
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//vec2 p = vec2(0,0);
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vec2 finalTexCoord = TexCoord + p;
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float realDist = distance(worldPosition, uViewPos);
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float textureMixFactor = clamp((2000 - realDist) / 500.0, 0.0, 1.0);
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vec4 bakedTextureColor = texture2D(BakedTexture, finalTexCoord);
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vec4 textureColor = texture2D(Texture, TexCoord);
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if (bakedTextureColor.x < 0.01 && bakedTextureColor.y < 0.01 && bakedTextureColor.y < 0.01)
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{
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textureMixFactor = 1.0;
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}
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vec4 finalColor = textureMixFactor*textureColor + (1 - textureMixFactor) * bakedTextureColor;
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float fogFactor;
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if (uDistanceToPlanetSurface > 1000)
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{
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gl_FragColor = vec4(finalColor.rgb, 1.0);
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}
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else if (uDistanceToPlanetSurface > 100)
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{
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float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
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fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
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gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor*(1.0 - t));
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}
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else if (uDistanceToPlanetSurface > 40)
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{
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//From 100 to 40:
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//(1000 < realDist < 1800)
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float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
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fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
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float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
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gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
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}
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else
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{
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fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
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gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
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}
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//gl_FragColor = vec4(finalColor.rgb, 1.0);
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}
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