Changed terrain texture UVs

This commit is contained in:
Lorenzo Torres 2025-08-14 23:35:56 +02:00
parent d6baada9ce
commit 74bf3f7ac3
5 changed files with 70 additions and 25 deletions

View file

@ -83,9 +83,9 @@ void main() {
grassWeight /= total;
rockWeight /= total;
vec4 sandColor = texture(sand, TexCoords);
vec4 grassColor = texture(grass, TexCoords);
vec4 rockColor = texture(rock, TexCoords);
vec4 sandColor = texture(sand, vec2(FragPos.x, FragPos.z));
vec4 grassColor = texture(grass, vec2(FragPos.x, FragPos.z));
vec4 rockColor = texture(rock, vec2(FragPos.x, FragPos.z));
vec4 finalColor = sandColor * sandWeight +
grassColor * grassWeight +

View file

@ -1,9 +1,8 @@
#version 450
layout(location = 0) in vec3 vertPos;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 uv;
layout(location = 0) in vec2 vertPos;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec2 frag;
layout (binding = 0) uniform ProjUniform {
mat4 proj;
@ -20,19 +19,21 @@ layout(location = 4) out vec2 TexCoords;
layout (set = 1, binding = 0) uniform sampler2D diffuseSampler;
void main() {
float y = texture(diffuseSampler, uv).x;
float mul = pow(2, y * 5);
float texelSize = 1.0 / (50*4);
float hL = texture(diffuseSampler, uv - vec2(texelSize, 0.0)).r * 10;
float hR = texture(diffuseSampler, uv + vec2(texelSize, 0.0)).r * 10;
float hD = texture(diffuseSampler, uv - vec2(0.0, texelSize)).r * 10;
float hU = texture(diffuseSampler, uv + vec2(0.0, texelSize)).r * 10;
float hL = texture(diffuseSampler, uv - vec2(texelSize, 0.0)).r;
float hR = texture(diffuseSampler, uv + vec2(texelSize, 0.0)).r;
float hD = texture(diffuseSampler, uv - vec2(0.0, texelSize)).r;
float hU = texture(diffuseSampler, uv + vec2(0.0, texelSize)).r;
float dX = (hR - hL) * 15.0;
float dY = (hU - hD) * 15.0;
float y = texture(diffuseSampler, uv).x;
vec4 out_vec = proj.proj * view.view * vec4(vec3(vertPos.x, y * 10, vertPos.z), 1.0);
FragPos = vec3(vertPos.x, y, vertPos.z);
vec4 out_vec = proj.proj * view.view * vec4(vec3(vertPos.x, y * mul, vertPos.y), 1.0);
FragPos = vec3(vertPos.x, y, vertPos.y);
Normal = normalize(vec3(-dX, -dY, 1.0));
TexCoords = uv;