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47 lines
1.7 KiB
GLSL
47 lines
1.7 KiB
GLSL
#version 120
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//
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// metavoxel_heightfield_base.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 8/20/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the height texture
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uniform sampler2D heightMap;
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// the distance between height points in texture space
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uniform vec4 heightScale;
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// the scale between height and color textures
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uniform vec2 colorScale;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// transform and store the normal for interpolation
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vec2 heightCoord = gl_MultiTexCoord0.st;
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vec4 neighborHeights = vec4(texture2D(heightMap, heightCoord - vec2(heightScale.s, 0.0)).r,
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texture2D(heightMap, heightCoord + vec2(heightScale.s, 0.0)).r,
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texture2D(heightMap, heightCoord - vec2(0.0, heightScale.t)).r,
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texture2D(heightMap, heightCoord + vec2(0.0, heightScale.t)).r);
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vec4 neighborsZero = step(1.0 / 65535.0, neighborHeights);
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normal = vec4(normalize(gl_NormalMatrix * vec3(
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heightScale.p * (neighborHeights.y - neighborHeights.x) * neighborsZero.x * neighborsZero.y, 1.0,
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heightScale.q * (neighborHeights.w - neighborHeights.z) * neighborsZero.z * neighborsZero.w)), 0.0);
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// add the height to the position
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float height = texture2D(heightMap, heightCoord).r;
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gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0));
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// the zero height should be invisible
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gl_FrontColor = vec4(1.0, 1.0, 1.0, step(height, 0.0));
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// pass along the scaled/offset texture coordinates
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gl_TexCoord[0] = vec4((heightCoord - vec2(0.5, 0.5)) * colorScale + vec2(0.5, 0.5), 0.0, 1.0);
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}
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