#include "shaders_common.h" static const char *fft_fragment_program_heightmap = GLSL_300( precision mediump float; out vec4 FragColor; in vec3 vWorldPos; in vec3 vHeight; vec3 colormap(vec3 height) { return 1.0 / (1.0 + exp(-0.08 * height)); } void main() { vec3 color = mix(vec3(1.0, 0.7, 0.7) * colormap(vHeight), vec3(0.1, 0.15, 0.1), clamp(vWorldPos.z / 400.0, 0.0, 1.0)); color = mix(color, vec3(0.1, 0.15, 0.1), clamp(1.0 - vWorldPos.z / 2.0, 0.0, 1.0)); FragColor = vec4(color, 1.0); } );