struct Uniforms {
view_proj: mat4x4<f32>,
fog_color: vec4<f32>,
eye_pos: vec4<f32>,
fog_params: vec4<f32>, // (start, end, density, 0)
};
struct ModelVertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct ModelVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_normal: vec3<f32>,
@location(1) tex_coord: vec2<f32>,
@location(2) world_pos: vec3<f32>,
};
@group(0) @binding(0)
var<uniform> u: Uniforms;
@group(1) @binding(0)
var<uniform> model_transform: mat4x4<f32>;
@vertex
fn vs_main(in: ModelVertexInput) -> ModelVertexOutput {
var out: ModelVertexOutput;
let world_pos = model_transform * vec4<f32>(in.position, 1.0);
out.clip_position = u.view_proj * world_pos;
out.world_normal = (model_transform * vec4<f32>(in.normal, 0.0)).xyz;
out.tex_coord = in.uv;
out.world_pos = world_pos.xyz;
return out;
}
@fragment
fn fs_main(in: ModelVertexOutput) -> @location(0) vec4<f32> {
// Basic directional light.
let light_dir = normalize(vec3<f32>(-0.3, 0.3, 1.0));
let n = normalize(in.world_normal);
let shade = clamp(dot(n, light_dir), 0.2, 1.0);
// Flat gray color (texturing deferred to full PBR).
let base_color = vec3<f32>(0.7, 0.7, 0.7);
let lit = vec4<f32>(base_color * shade, 1.0);
// Horizon fade: ground-plane distance only.
let dx = in.world_pos.x - u.eye_pos.x;
let dy = in.world_pos.y - u.eye_pos.y;
let ground_dist = sqrt(dx * dx + dy * dy);
let fog_start = u.fog_params.x;
let fog_end = u.fog_params.y;
let density = u.fog_params.z;
let fog_t = clamp((ground_dist - fog_start) / max(fog_end - fog_start, 0.001), 0.0, 1.0) * density;
let blended_rgb = mix(lit.rgb, u.fog_color.rgb, fog_t);
let blended_a = lit.a * (1.0 - fog_t);
return vec4<f32>(blended_rgb, blended_a);
}