#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(set = 1, binding = 0) uniform sampler2D uBaseTexture; layout(set = 1, binding = 1) uniform sampler2D uLayer1Texture; layout(set = 1, binding = 2) uniform sampler2D uLayer2Texture; layout(set = 1, binding = 3) uniform sampler2D uLayer3Texture; layout(set = 1, binding = 4) uniform sampler2D uLayer1Alpha; layout(set = 1, binding = 5) uniform sampler2D uLayer2Alpha; layout(set = 1, binding = 6) uniform sampler2D uLayer3Alpha; layout(set = 1, binding = 7) uniform TerrainParams { int layerCount; int hasLayer1; int hasLayer2; int hasLayer3; }; layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap; layout(location = 0) in vec3 FragPos; layout(location = 1) in vec3 Normal; layout(location = 2) in vec2 TexCoord; layout(location = 3) in vec2 LayerUV; layout(location = 0) out vec4 outColor; const float SHADOW_TEXEL = 1.0 / 4096.0; float sampleShadowPCF(sampler2DShadow smap, vec3 coords) { float shadow = 0.0; for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z)); } } return shadow / 9.0; } float sampleAlpha(sampler2D tex, vec2 uv) { vec2 edge = min(uv, 1.0 - uv); float border = min(edge.x, edge.y); float doBlur = step(border, 2.0 / 64.0); if (doBlur < 0.5) { return texture(tex, uv).r; } vec2 texel = vec2(1.0 / 64.0); float a = 0.0; a += texture(tex, uv + vec2(-texel.x, 0.0)).r; a += texture(tex, uv + vec2(texel.x, 0.0)).r; a += texture(tex, uv + vec2(0.0, -texel.y)).r; a += texture(tex, uv + vec2(0.0, texel.y)).r; return a * 0.25; } void main() { vec4 baseColor = texture(uBaseTexture, TexCoord); // WoW terrain: layers are blended sequentially, each on top of the previous result. // Alpha=1 means the layer fully covers everything below; alpha=0 means invisible. vec4 finalColor = baseColor; if (hasLayer1 != 0) { float a1 = sampleAlpha(uLayer1Alpha, LayerUV); finalColor = mix(finalColor, texture(uLayer1Texture, TexCoord), a1); } if (hasLayer2 != 0) { float a2 = sampleAlpha(uLayer2Alpha, LayerUV); finalColor = mix(finalColor, texture(uLayer2Texture, TexCoord), a2); } if (hasLayer3 != 0) { float a3 = sampleAlpha(uLayer3Alpha, LayerUV); finalColor = mix(finalColor, texture(uLayer3Texture, TexCoord), a3); } vec3 norm = normalize(Normal); // Derivative-based normal mapping: perturb vertex normal using texture detail. // Fade out with distance — looks noisy/harsh beyond ~100 units. float fragDist = length(viewPos.xyz - FragPos); float bumpFade = 1.0 - smoothstep(50.0, 125.0, fragDist); if (bumpFade > 0.001) { float lum = dot(finalColor.rgb, vec3(0.299, 0.587, 0.114)); float dLdx = dFdx(lum); float dLdy = dFdy(lum); vec3 dpdx = dFdx(FragPos); vec3 dpdy = dFdy(FragPos); float bumpStrength = 9.0 * bumpFade; vec3 perturbation = (dLdx * cross(norm, dpdy) + dLdy * cross(dpdx, norm)) * bumpStrength; vec3 candidate = norm - perturbation; float len2 = dot(candidate, candidate); norm = (len2 > 1e-8) ? candidate * inversesqrt(len2) : norm; } vec3 lightDir2 = normalize(-lightDir.xyz); vec3 ambient = ambientColor.rgb * finalColor.rgb; float diff = max(abs(dot(norm, lightDir2)), 0.2); vec3 diffuse = diff * lightColor.rgb * finalColor.rgb; float shadow = 1.0; if (shadowParams.x > 0.5) { vec3 ldir = normalize(-lightDir.xyz); float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir))); vec3 biasedPos = FragPos + norm * normalOffset; vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0); vec3 proj = lsPos.xyz / lsPos.w; proj.xy = proj.xy * 0.5 + 0.5; if (proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0 && proj.z <= 1.0) { float bias = 0.0002; shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias)); shadow = mix(1.0, shadow, shadowParams.y); } } vec3 result = ambient + shadow * diffuse; float fogFactor = clamp((fogParams.y - fragDist) / (fogParams.y - fogParams.x), 0.0, 1.0); result = mix(fogColor.rgb, result, fogFactor); outColor = vec4(result, 1.0); }