blob: 74529aea90fd6af554f5b802db0e6910e431fb00 [file] [log] [blame]
uniform float height;
uniform vec2 resolution;
uniform sampler2D heightMap;
varying vec2 vUv;
void main()
{
float val = texture2D( heightMap, vUv ).x;
float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;
gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );
}