rj-action-library/Runtime/Shading/Library/Terrain.gdshaderinc

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2025-09-17 08:25:03 +00:00
// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Wind.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
/*
uniform sampler2D terrainHeightMap;
uniform vec2 terrainCenterXZ = vec2( 0.0, 0.0 );
uniform vec2 terrainSizeXZ = vec2( 100.0, 100.0 );
uniform float terrainMinHeight = 0.0;
uniform float terrainMaxHeight = 100.0;
uniform sampler2D terrainNormalMap;
*/
void addTerrainOffset(
mat4 _MODEL_MATRIX,
inout vec3 _VERTEX,
sampler2D terrainHeightMap,
vec2 terrainCenterXZ,
vec2 terrainSizeXZ,
float terrainMinHeight,
float terrainMaxHeight
)
{
vec3 worldVertex = localToWorld( _VERTEX, _MODEL_MATRIX );
vec2 mapOffset = terrainCenterXZ - terrainSizeXZ/2.0;
vec2 uv = ( worldVertex.xz - mapOffset ) / terrainSizeXZ;
float height = mix( terrainMinHeight, terrainMaxHeight, texture( terrainHeightMap, uv ).r );
worldVertex.y += height;
_VERTEX = worldToLocal( worldVertex, _MODEL_MATRIX );
}