Files
VoxelEngine/Assets/shaders/chunk.frag

36 lines
917 B
GLSL

#version 330 core
in vec2 vUv;
in float vShade;
in float vWorldY;
in vec3 vWorldPos;
out vec4 FragColor;
uniform sampler2D atlas;
uniform float u_caveDarkStartY;
uniform float u_caveDarkEndY;
uniform float u_caveMinBrightness;
uniform vec3 u_cameraPos;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform vec3 u_skyColor;
void main()
{
vec4 texel = texture(atlas, vUv);
// Y-based cave darkness.
float t = clamp((u_caveDarkStartY - vWorldY) /
(u_caveDarkStartY - u_caveDarkEndY), 0.0, 1.0);
float brightness = mix(1.0, u_caveMinBrightness, t);
vec3 color = texel.rgb * vShade * brightness;
// Distance fog to the sky color, applied after cave darkness.
float dist = length(vWorldPos - u_cameraPos);
float fog = clamp((dist - u_fogStart) / (u_fogEnd - u_fogStart), 0.0, 1.0);
color = mix(color, u_skyColor, fog);
FragColor = vec4(color, 1.0);
}