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HeightBasedTerrain.j3md
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HeightBasedTerrain.j3md
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MaterialDef Terrain {
// Parameters to material:
// regionXColorMap: X = 1..4 the texture that should be applied to state X
// regionX: a Vector3f containing the following information:
// regionX.x: the start height of the region
// regionX.y: the end height of the region
// regionX.z: the texture scale for the region
// it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
// slopeColorMap: the texture to be used for cliffs, and steep mountain sites
// slopeTileFactor: the texture scale for slopes
// terrainSize: the total size of the terrain (used for scaling the texture)
MaterialParameters {
Int BoundDrawBuffer
Texture2D region1ColorMap
Texture2D region2ColorMap
Texture2D region3ColorMap
Texture2D region4ColorMap
Texture2D slopeColorMap
Float slopeTileFactor
Float terrainSize
Vector3 region1
Vector3 region2
Vector3 region3
Vector3 region4
}
Technique {
VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert
FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
NormalMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
}
}
Technique {
}
}