|
|
@@ -18,20 +18,20 @@ varying vec4 position;
|
|
|
vec4 GenerateTerrainColor() {
|
|
|
float height = position.y;
|
|
|
vec4 p = position / m_terrainSize;
|
|
|
-
|
|
|
+
|
|
|
vec3 blend = abs( normal );
|
|
|
blend = (blend -0.2) * 0.7;
|
|
|
blend = normalize(max(blend, 0.00001)); // Force weights to sum to 1.0 (very important!)
|
|
|
float b = (blend.x + blend.y + blend.z);
|
|
|
blend /= vec3(b, b, b);
|
|
|
|
|
|
- vec4 terrainColor = vec4(0, 0, 0, 1.0);
|
|
|
+ vec4 terrainColor = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
float m_regionMin = 0.0;
|
|
|
float m_regionMax = 0.0;
|
|
|
float m_regionRange = 0.0;
|
|
|
float m_regionWeight = 0.0;
|
|
|
-
|
|
|
+
|
|
|
vec4 slopeCol1 = texture2D(m_slopeColorMap, p.yz * m_slopeTileFactor);
|
|
|
vec4 slopeCol2 = texture2D(m_slopeColorMap, p.xy * m_slopeTileFactor);
|
|
|
|
|
|
@@ -70,7 +70,7 @@ vec4 GenerateTerrainColor() {
|
|
|
return (blend.y * terrainColor + blend.x * slopeCol1 + blend.z * slopeCol2);
|
|
|
}
|
|
|
|
|
|
-void main() {
|
|
|
+void main() {
|
|
|
vec4 color = GenerateTerrainColor();
|
|
|
gl_FragColor = color;
|
|
|
}
|