shader_type spatial;

uniform float min_elevation;
uniform float max_elevation;
uniform sampler2D elevation_color;

varying float height;

void vertex() {
	height = length(VERTEX);
}

void fragment() {
	float t = height/(max_elevation-min_elevation)- (min_elevation / (max_elevation-min_elevation));
	vec3 color = texture(elevation_color, vec2(t, 0.0)).rgb;
	ALBEDO = color;
}

