From 6b6202db185f40ba639493434d7dda1e28feb293 Mon Sep 17 00:00:00 2001
From: Pascal Engeler <engelerp@phys.ethz.ch>
Date: Tue, 31 May 2022 16:17:34 +0200
Subject: [PATCH] Corrected colourmap coord calculation for leveled heightmap

---
 resources/shaders/heightmap0.vert | 8 +++++++-
 1 file changed, 7 insertions(+), 1 deletion(-)

diff --git a/resources/shaders/heightmap0.vert b/resources/shaders/heightmap0.vert
index 132dfa7..99f7d1f 100644
--- a/resources/shaders/heightmap0.vert
+++ b/resources/shaders/heightmap0.vert
@@ -33,11 +33,17 @@ uniform int highlightingEnabled; //NEW
 uniform vec2 highlightingPoint; //NEW
 uniform float highlightingRadius; //NEW
 
+//Leveling related uniforms
+uniform mat4 modelSpaceRot;
+uniform float originZ;
+
 void main(){
 	vec3 position = aPos;
   vec4 position_transformed = model * vec4(position, 1.0);
 	gl_Position = projection * view * position_transformed;
-	colorCoord = (aPos.z - minZ)/(maxZ-minZ);
+	//colorCoord = (aPos.z - minZ)/(maxZ-minZ);
+  vec4 pos_col = modelSpaceRot * (vec4(aPos, 1.) + vec4(0.0,0.0,-originZ,0.0)) + vec4(0.0,0.0,originZ,0.0);
+  colorCoord = (pos_col.z - minZ)/(maxZ-minZ);
 	vertexColor = vec4(position.z, 0.0, 0.0, 1.);
   colorOverridden = 0;
 
-- 
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