Fix: calculating localTranslation after gridChange

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7756 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
ant..om 14 years ago
parent ab9a2635a2
commit 0604418b3c
  1. 8
      engine/src/terrain/Common/MatDefs/Terrain/HeightBasedTerrain.frag

@ -18,20 +18,20 @@ varying vec4 position;
vec4 GenerateTerrainColor() {
float height = position.y;
vec4 p = position / m_terrainSize;
vec3 blend = abs( normal );
blend = (blend -0.2) * 0.7;
blend = normalize(max(blend, 0.00001)); // Force weights to sum to 1.0 (very important!)
float b = (blend.x + blend.y + blend.z);
blend /= vec3(b, b, b);
vec4 terrainColor = vec4(0, 0, 0, 1.0);
vec4 terrainColor = vec4(0.0, 0.0, 0.0, 1.0);
float m_regionMin = 0.0;
float m_regionMax = 0.0;
float m_regionRange = 0.0;
float m_regionWeight = 0.0;
vec4 slopeCol1 = texture2D(m_slopeColorMap, p.yz * m_slopeTileFactor);
vec4 slopeCol2 = texture2D(m_slopeColorMap, p.xy * m_slopeTileFactor);
@ -70,7 +70,7 @@ vec4 GenerateTerrainColor() {
return (blend.y * terrainColor + blend.x * slopeCol1 + blend.z * slopeCol2);
}
void main() {
void main() {
vec4 color = GenerateTerrainColor();
gl_FragColor = color;
}

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