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; -- GitLab