Backlog/engine/_archive/graphics/shaders/debug.frag

33 lines
797 B
GLSL

//glsl version 4.5
#version 450
layout (location = 0) in vec3 in_color;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 worldPosition;
layout (location = 0) out vec4 outFragColor;
layout (set = 0, binding = 0) uniform CameraBuffer{
mat4 view;
mat4 proj;
mat4 viewproj;
vec4 position;
} cameraData;
layout(set = 0, binding = 1) uniform SceneData{
vec4 fogColor; // w is for exponent
vec4 fogDistances; //x for min, y for max, zw unused.
vec4 ambientColor;
vec4 sunlightDirection; //w for sun power
vec4 sunlightColor;
} sceneData;
void main()
{
vec3 color = in_color.rgb;
float cameraDist = length(cameraData.position.xyz - worldPosition);
float opacity = (1.0) - (cameraDist / 300);
outFragColor = vec4(color, opacity * 1.0);
}