#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 vec4 heightScale; // the scale between height and color textures uniform vec2 colorScale; // the interpolated normal varying vec4 normal; void main(void) { // transform and store the normal for interpolation vec2 heightCoord = gl_MultiTexCoord0.st; vec4 neighborHeights = vec4(texture2D(heightMap, heightCoord - vec2(heightScale.s, 0.0)).r, texture2D(heightMap, heightCoord + vec2(heightScale.s, 0.0)).r, texture2D(heightMap, heightCoord - vec2(0.0, heightScale.t)).r, texture2D(heightMap, heightCoord + vec2(0.0, heightScale.t)).r); vec4 neighborsZero = step(1.0 / 65535.0, neighborHeights); normal = vec4(normalize(gl_NormalMatrix * vec3( heightScale.p * (neighborHeights.y - neighborHeights.x) * neighborsZero.x * neighborsZero.y, 1.0, heightScale.q * (neighborHeights.w - neighborHeights.z) * neighborsZero.z * neighborsZero.w)), 0.0); // add the height to the position float height = texture2D(heightMap, heightCoord).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] = vec4((heightCoord - vec2(0.5, 0.5)) * colorScale + vec2(0.5, 0.5), 0.0, 1.0); }