I have been trying to implement a heightmap to my terrain shader, but the terrain remains flat. The texture is properly loaded in the vertex shader, and I try to use the greyscale values of the texture based on the mesh's uvs to adjust the vertex height:
//DIFFUSE VERTEX SHADER
#version 330
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
in vec3 vertex;
in vec3 normal;
in vec2 uv;
uniform sampler2D heightmap;
out vec2 texCoord;
void main( void ){
vec3 _vertex = vertex;
_vertex.y = texture(heightmap, uv).r * 2.f;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(_vertex, 1.f);
texCoord = uv;
}
Fragment: (the splatmap works so ignore that)
uniform sampler2D splatmap;
uniform sampler2D diffuse1;
uniform sampler2D diffuse2;
uniform sampler2D diffuse3;
uniform sampler2D diffuse4;
in vec2 texCoord;
out vec4 fragment_color;
void main( void ) {
///Loading the splatmap and the diffuse textures
vec4 splatTexture = texture2D(splatmap, texCoord);
vec4 diffuseTexture1 = texture2D(diffuse1, texCoord);
vec4 diffuseTexture2 = texture2D(diffuse2, texCoord);
vec4 diffuseTexture3 = texture2D(diffuse3, texCoord);
vec4 diffuseTexture4 = texture2D(diffuse4, texCoord);
//Interpolate between the different textures using the splatmap's rgb values (works)
diffuseTexture1 *= splatTexture.r;
diffuseTexture2 = mix (diffuseTexture1, diffuseTexture2, splatTexture.g);
diffuseTexture3 = mix (diffuseTexture2,diffuseTexture3, splatTexture.b);
vec4 outcolor = mix (diffuseTexture3, diffuseTexture4, splatTexture.a);
fragment_color = outcolor;
}
Some additional info: All textures are loaded like this in my terrain material and passed to the shader (works properly):
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, heightMap->getId());
glUniform1i (_shader->getUniformLocation("heightMap"),0);
...
The plane mesh uvs are mapped like this:
(0,1) (1,1)
(0,0) (1,0)
I guess I am doing something horribly wrong, but I can't figure out what. Any help is appreciated!
_vertex
? You set_vertex.y
but after that you never use it again. – Mukesh Inghamgl_Position
that's causing the problem. – Mukesh Ingham