87 lines
2.2 KiB
Plaintext
87 lines
2.2 KiB
Plaintext
vertex_program Gazebo/HeightmapVS glsl
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{
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source heightmap_custom_vp.glsl
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default_params
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{
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param_named_auto worldMatrix world_matrix
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param_named_auto viewProjMatrix viewproj_matrix
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// lod morph factor. This is a custom param that will be set by the ogre
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// terrain component.
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param_named_auto lodMorph custom 1001
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param_named_auto texViewProjMatrix0 texture_viewproj_matrix 0
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param_named_auto texViewProjMatrix1 texture_viewproj_matrix 1
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param_named_auto texViewProjMatrix2 texture_viewproj_matrix 2
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}
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}
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fragment_program Gazebo/HeightmapFS glsl
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{
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source heightmap_custom_fp.glsl
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default_params
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{
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// Shadow map textures.
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// The number at the end corresponds to the index of the texture_unit
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// defined in Gazebo/CustomHeightmapShader
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param_named shadowMap0 int 0
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param_named shadowMap1 int 1
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param_named shadowMap2 int 2
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param_named_auto inverseShadowmapSize0 inverse_texture_size 0
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param_named_auto inverseShadowmapSize1 inverse_texture_size 1
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param_named_auto inverseShadowmapSize2 inverse_texture_size 2
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// texture map - here we are just reusing the heightmap image to help shade
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// the whole terrain
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param_named texMap int 3
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// UV coordinate transform. If the terrain is subdivided into multiple
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// slots, apply the transform to texture-map the terrain as a whole
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// instead of repeating the same textures for each terrain slot.
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param_named uvTransform matrix4x4 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
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}
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}
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material Gazebo/CustomHeightmapShader
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{
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technique
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{
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pass
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{
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vertex_program_ref Gazebo/HeightmapVS
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{
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}
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fragment_program_ref Gazebo/HeightmapFS
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{
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}
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texture_unit shadowMap0
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{
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content_type shadow
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tex_address_mode clamp
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}
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texture_unit shadowMap1
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{
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content_type shadow
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tex_address_mode clamp
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}
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texture_unit shadowMap2
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{
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content_type shadow
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tex_address_mode clamp
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}
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texture_unit
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{
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texture heightmap_bowl.png 2d
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filtering anisotropic anisotropic linear
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max_anisotropy 16
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tex_address_mode clamp
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}
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}
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}
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}
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