// GLSL vertex shader varying vec3 eyeSpacePos; varying vec3 worldSpaceNormal; varying vec3 eyeSpaceNormal; uniform float heightScale; // = 0.5; uniform float chopiness; // = 1.0; uniform vec2 size; // = vec2(256.0, 256.0); void main() { float height = gl_MultiTexCoord0.x; vec2 slope = gl_MultiTexCoord1.xy; // calculate surface normal from slope for shading vec3 normal = normalize(cross( vec3(0.0, slope.y*heightScale, 2.0 / size.x), vec3(2.0 / size.y, slope.x*heightScale, 0.0))); worldSpaceNormal = normal; // calculate position and transform to homogeneous clip space vec4 pos = vec4(gl_Vertex.x, height * heightScale, gl_Vertex.z, 1.0); gl_Position = gl_ModelViewProjectionMatrix * pos; eyeSpacePos = (gl_ModelViewMatrix * pos).xyz; eyeSpaceNormal = (gl_NormalMatrix * normal).xyz; }