#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 vec2 heightScale; // the scale between height and texture textures uniform vec2 textureScale; // the splat texture offset uniform vec2 splatTextureOffset; // the splat textures scales on the S axis uniform vec4 splatTextureScalesS; // the splat texture scales on the T axis uniform vec4 splatTextureScalesT; // 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; vec4 modelSpacePosition = gl_Vertex + vec4(0.0, height, 0.0, 0.0); gl_Position = gl_ModelViewProjectionMatrix * modelSpacePosition; // 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 vec4 textureSpacePosition = vec4(modelSpacePosition.xz, 0.0, 1.0) + vec4(splatTextureOffset, 0.0, 0.0); gl_TexCoord[0] = textureSpacePosition * vec4(splatTextureScalesS[0], splatTextureScalesT[0], 0.0, 1.0); gl_TexCoord[1] = textureSpacePosition * vec4(splatTextureScalesS[1], splatTextureScalesT[1], 0.0, 1.0); gl_TexCoord[2] = textureSpacePosition * vec4(splatTextureScalesS[2], splatTextureScalesT[2], 0.0, 1.0); gl_TexCoord[3] = textureSpacePosition * vec4(splatTextureScalesS[3], splatTextureScalesT[3], 0.0, 1.0); // compute the alpha values for each texture float value = texture2D(textureMap, (gl_MultiTexCoord0.st - vec2(0.5, 0.5)) * textureScale + vec2(0.5, 0.5)).r; vec4 valueVector = vec4(value, value, value, value); alphaValues = step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima); }