19 lines
378 B
Plaintext
19 lines
378 B
Plaintext
shader_type spatial;
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uniform float min_elevation;
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uniform float max_elevation;
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uniform sampler2D elevation_color;
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varying float height;
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void vertex() {
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height = length(VERTEX);
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}
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void fragment() {
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float t = height/(max_elevation-min_elevation)- (min_elevation / (max_elevation-min_elevation));
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vec3 color = texture(elevation_color, vec2(t, 0.0)).rgb;
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ALBEDO = color;
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}
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