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; }