#version 310 es precision mediump float; precision highp int; layout(binding = 4, std140) uniform GlobalPSData { vec4 g_CamPos; vec4 g_SunDir; vec4 g_SunColor; vec4 g_ResolutionParams; vec4 g_TimeParams; vec4 g_FogColor_Distance; } _101; layout(binding = 2) uniform mediump sampler2D TexNormalmap; layout(location = 3) out vec4 LightingOut; layout(location = 2) out vec4 NormalOut; layout(location = 1) out vec4 SpecularOut; layout(location = 0) out vec4 AlbedoOut; layout(location = 0) in vec2 TexCoord; layout(location = 1) in vec3 EyeVec; float saturate(float x) { return clamp(x, 0.0, 1.0); } void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic) { LightingOut = vec4(0.0); NormalOut = vec4((Normal * 0.5) + vec3(0.5), 0.0); SpecularOut = vec4(Roughness, Metallic, 0.0, 0.0); AlbedoOut = vec4(Albedo, 1.0); } void main() { vec3 Normal = (texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0); Normal = normalize(Normal); highp float param = length(EyeVec) / 1000.0; vec2 scatter_uv; scatter_uv.x = saturate(param); vec3 nEye = normalize(EyeVec); scatter_uv.y = 0.0; vec3 Color = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625); vec3 grass = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625); vec3 dirt = vec3(0.100000001490116119384765625); vec3 snow = vec3(0.800000011920928955078125); float grass_snow = smoothstep(0.0, 0.1500000059604644775390625, (_101.g_CamPos.y + EyeVec.y) / 200.0); vec3 base = mix(grass, snow, vec3(grass_snow)); float edge = smoothstep(0.699999988079071044921875, 0.75, Normal.y); Color = mix(dirt, base, vec3(edge)); Color *= Color; float Roughness = 1.0 - (edge * grass_snow); highp vec3 param_1 = Color; highp vec3 param_2 = Normal; highp float param_3 = Roughness; highp float param_4 = 0.0; Resolve(param_1, param_2, param_3, param_4); }