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 ); | |
} |