Added resources for dynamic terrain tessellation example

This commit is contained in:
saschawillems 2016-06-19 13:35:09 +02:00
parent 0f66037da0
commit 555a1e8f3d
5 changed files with 15 additions and 12 deletions

View file

@ -16,22 +16,24 @@ layout (location = 0) out vec4 outFragColor;
vec4 sampleTerrainLayer()
{
// Define some layer ranges for sampling depending on terrain height
vec2 layers[4];
layers[0] = vec2(0.0, 5.0);
layers[1] = vec2(5.0, 50.0);
layers[2] = vec2(50.0, 120.0);
layers[3] = vec2(120.0, 255.0);
vec2 layers[6];
layers[0] = vec2(-10.0, 10.0);
layers[1] = vec2(5.0, 35.0);
layers[2] = vec2(30.0, 70.0);
layers[3] = vec2(60.0, 95.0);
layers[4] = vec2(85.0, 140.0);
layers[5] = vec2(140.0, 190.0);
vec3 color = vec3(0.0);
// Get height from displacement map
float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
for (int i = 0; i < 4; i++)
for (int i = 0; i < 6; i++)
{
float range = layers[i].y - layers[i].x;
float weight = (range - abs(height - layers[i].y)) / range;
weight = max(0.05, weight);
weight = max(0.0, weight);
color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
}