So I have a plain and I want it to work with height maps so I just take heightMap as a regular texture, calculate it's color, but instead of setting color of my fragments to texture's color, I set my initial position.y
to position.y + texColor.r * u_Scale
so that the height of vertices will change according to color of the texture.
#shader vertex
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color_in;
layout(location = 3) in vec2 texCoord;
uniform mat4 u_MVP;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float u_Scale;
in vec4 texColor;
out vec3 FragPos;
out vec3 color_f;
out vec2 v_TexCoord;
void main()
{
v_TexCoord = texCoord;
color_f = color_in;
vec3 newPosition = vec3(position.x, position.y + texColor.b * u_Scale, position.z);
FragPos = vec3(model * vec4(newPosition, 1.0));
gl_Position = projection * view * vec4(FragPos, 1.0);
};
#shader fragment
#version 330 core
out vec4 color;
in vec3 FragPos;
in vec2 v_TexCoord;
in flat vec3 color_f;
out vec4 texColor;
uniform sampler2D u_Texture;
void main()
{
texColor = texture(u_Texture, v_TexCoord);
color = vec4(color_f, 1.0);
}
So what I did here was send in texture Coords to vertex shader, then pass it to fragment shader, in fragment shader I calculate the color of texture corresponding to current position and then I send that color back to Vertex Shader to perform calculations. However it seems that texColor.r
is always 0 since the mesh behaves same as It did before with no changes.
I checked if all was correct by actually displaying texture on my mesh and it seemed fine but I don't know why this approach doesn't work.
Any clue where did I make a mistake?
Thanks for all the answers!
out vec4 texColor;
and in vertex shaders theresin vec4 texColor;
thats my idea of sending data – Szahu