#version 120 // // metavoxel_heighfield.vert // vertex shader // // Created by Andrzej Kapolka on 7/28/14. // 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; // the interpolated position varying vec4 position; // the interpolated normal varying vec4 normal; void main(void) { // transform and store the normal for interpolation vec2 heightCoord = gl_MultiTexCoord0.st; float deltaX = texture2D(heightMap, heightCoord - vec2(heightScale, 0.0)).r - texture2D(heightMap, heightCoord + vec2(heightScale, 0.0)).r; float deltaZ = texture2D(heightMap, heightCoord - vec2(0.0, heightScale)).r - texture2D(heightMap, heightCoord + vec2(0.0, heightScale)).r; normal = normalize(gl_ModelViewMatrix * vec4(deltaX, heightScale, deltaZ, 0.0)); // add the height to the position float height = texture2D(heightMap, heightCoord).r; position = gl_ModelViewMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0)); gl_Position = gl_ProjectionMatrix * position; // 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; // and the shadow texture coordinates gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0); }