overte/interface/resources/shaders/metavoxel_heightfield_splat.vert
2015-01-20 13:07:35 -08:00

64 lines
2.3 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 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);
}