shader_type spatial; render_mode unshaded;//, depth_test_disable; uniform sampler2D u_terrain_heightmap; uniform mat4 u_terrain_inverse_transform; uniform mat3 u_terrain_normal_basis; void vertex() { vec2 cell_coords = (u_terrain_inverse_transform * WORLD_MATRIX * vec4(VERTEX, 1)).xz; vec2 ps = vec2(1.0) / vec2(textureSize(u_terrain_heightmap, 0)); vec2 uv = ps * cell_coords; // Get terrain normal float k = 1.0; float left = texture(u_terrain_heightmap, uv + vec2(-ps.x, 0)).r * k; float right = texture(u_terrain_heightmap, uv + vec2(ps.x, 0)).r * k; float back = texture(u_terrain_heightmap, uv + vec2(0, -ps.y)).r * k; float fore = texture(u_terrain_heightmap, uv + vec2(0, ps.y)).r * k; vec3 n = normalize(vec3(left - right, 2.0, back - fore)); n = u_terrain_normal_basis * n; float h = texture(u_terrain_heightmap, uv).r; VERTEX.y = h; VERTEX += 1.0 * n; NORMAL = n;//vec3(0.0, 1.0, 0.0); } void fragment() { float len = length(2.0 * UV - 1.0); float g = clamp(1.0 - 15.0 * abs(0.9 - len), 0.0, 1.0); ALBEDO = vec3(1.0, 0.1, 0.1); ALPHA = g; }