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