// #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 ); }