overte/interface/resources/shaders/metavoxel_heightfield.vert
2014-08-15 16:13:47 -07:00

51 lines
1.8 KiB
GLSL

#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);
}