#version 120 // // metavoxel_heightfield_base.vert // vertex shader // // Created by Andrzej Kapolka on 8/20/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // the height texture uniform sampler2D heightMap; // the distance between height points in texture space uniform float heightScale; // the scale between height and color textures uniform float colorScale; void main(void) { // add the height to the position float height = texture2D(heightMap, gl_MultiTexCoord0.st).r; gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0)); // the zero height should be invisible gl_FrontColor = vec4(1.0, 1.0, 1.0, step(height, 0.0)); // pass along the scaled/offset texture coordinates gl_TexCoord[0] = (gl_MultiTexCoord0 - vec4(heightScale, heightScale, 0.0, 0.0)) * colorScale; }