overte-JulianGro/interface/resources/shaders/metavoxel_heightfield_splat.vert
2014-08-20 19:26:06 -07:00

50 lines
1.6 KiB
GLSL

#version 120
//
// metavoxel_heighfield_splat.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 texture that contains the texture indices
uniform sampler2D textureMap;
// the distance between height points in texture space
uniform float heightScale;
// the scale between height and texture textures
uniform float textureScale;
// the lower bounds of the values corresponding to the splat textures
uniform vec4 textureValueMinima;
// the upper bounds of the values corresponding to the splat textures
uniform vec4 textureValueMaxima;
// alpha values for the four splat textures
varying vec4 alphaValues;
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, 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)) * textureScale;
// compute the alpha values for each texture
float value = texture2D(textureMap, gl_TexCoord[0].st).r;
vec4 valueVector = vec4(value, value, value, value);
alphaValues = step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima);
}