map3drendering/Map3DRendering/Shaders/shader.frag
2024-02-29 16:51:41 +01:00

40 lines
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911 B
GLSL

#version 330
out vec4 outputColor;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec3 viewPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
in vec4 Color;
in vec4 FarColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoord;
in vec4 TexType;
in float RealType;
void main()
{
vec4 color0 = texture(texture0, TexCoord);
vec4 color1 = texture(texture1, TexCoord);
vec3 norm = normalize(Normal);
float inclineFactor = abs(norm.y);
vec4 finalColor = mix(color0, color1, inclineFactor);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec4 litColor = vec4(diffuse, 1.0) * finalColor * Color;
float distance = length(viewPos - FragPos);
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
outputColor = mix(litColor, FarColor, interpolationFactor);
}