我生成2D perlin噪音,我正在做地形。但我有一个问题。这太渐进了。
我尝试x
,z
坐标被分割或相乘,但不起作用。如何在没有镶嵌着色器的情况下解决此问题?
编辑:
片段着色器代码:
#version 430
in vec3 pos;
in vec2 text;
in vec3 norm;
layout(binding=3) uniform sampler2D texture_1;
layout(binding=4) uniform sampler2D texture_2;
layout(binding=5) uniform sampler2D texture_3;
vec3 lightPosition = vec3(-200, 700, 50);
vec3 lightAmbient = vec3(0,0,0);
vec3 lightDiffuse = vec3(1,1,1);
vec3 lightSpecular = vec3(1,1,1);
out vec4 fragColor;
vec4 theColor;
void main()
{
vec3 lightVector = normalize(lightPosition) - normalize(pos);
float cosTheta = clamp(dot(normalize(lightVector), normalize(norm)), 0.5, 1.0);
if(pos.y <= 120){
fragColor = texture2D(texture_2, text*0.05) * cosTheta;
}
if(pos.y > 120 && pos.y < 150){
fragColor = (texture2D(texture_2, text*0.05) * (1 - (pos.y-120)/30) + texture2D(texture_3, text*0.05) * ((pos.y-120)/30))*cosTheta;
}
if(pos.y >= 150)
{
fragColor = texture2D(texture_3, text*0.05) * cosTheta;
}
}
顶点着色器代码:
#version 430
in layout(location=0) vec3 position;
in layout(location=1) vec2 textCoord;
in layout(location=2) vec3 normal;
out vec3 pos;
out vec2 text;
out vec3 norm;
uniform mat4 transformation;
void main()
{
gl_Position = transformation * vec4(position, 1.0);
norm = normal;
pos = position;
text = position.xz;
}
答案 0 :(得分:1)
您似乎正在使用8位高度图,它只能为您提供256种不同的高程。您可以尝试使用16位灰度或使用rgb编码高度。