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75 lines
2.1 KiB
GLSL

uniform sampler2D heights;
uniform sampler2D colors;
// This material expects heights to be sorted from lowest to highest.
float getHeight(int idx, float invTexSize)
{
vec2 uv = vec2((float(idx) + 0.5) * invTexSize, 0.5);
#ifdef OES_texture_float
return texture2D(heights, uv).x;
#else
return czm_unpackFloat(texture2D(heights, uv));
#endif
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float height = materialInput.height;
float invTexSize = 1.0 / float(heightsDimensions.x);
float minHeight = getHeight(0, invTexSize);
float maxHeight = getHeight(heightsDimensions.x - 1, invTexSize);
// early-out when outside the height range
if (height < minHeight || height > maxHeight) {
material.diffuse = vec3(0.0);
material.alpha = 0.0;
return material;
}
// Binary search to find heights above and below.
int idxBelow = 0;
int idxAbove = heightsDimensions.x;
float heightBelow = minHeight;
float heightAbove = maxHeight;
// while loop not allowed, so use for loop with max iterations.
// maxIterations of 16 supports a texture size up to 65536 (2^16).
const int maxIterations = 16;
for (int i = 0; i < maxIterations; i++) {
if (idxBelow >= idxAbove - 1) {
break;
}
int idxMid = (idxBelow + idxAbove) / 2;
float heightTex = getHeight(idxMid, invTexSize);
if (height > heightTex) {
idxBelow = idxMid;
heightBelow = heightTex;
} else {
idxAbove = idxMid;
heightAbove = heightTex;
}
}
float lerper = heightBelow == heightAbove ? 1.0 : (height - heightBelow) / (heightAbove - heightBelow);
vec2 colorUv = vec2(invTexSize * (float(idxBelow) + 0.5 + lerper), 0.5);
vec4 color = texture2D(colors, colorUv);
// undo preumultiplied alpha
if (color.a > 0.0)
{
color.rgb /= color.a;
}
color.rgb = czm_gammaCorrect(color.rgb);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}