Make some test with terrain generator

This commit is contained in:
2026-02-01 20:22:20 +01:00
parent 571605de8a
commit fe11763496
22 changed files with 1252 additions and 117 deletions

View File

@@ -1,5 +1,5 @@
shader_type spatial;
render_mode cull_disabled;
render_mode cull_back;
group_uniforms textures;
uniform sampler2D texture_top : source_color, filter_linear_mipmap, repeat_enable;
@@ -11,6 +11,8 @@ uniform float slope_threshold : hint_range(0.0, 1.0) = 0.7;
group_uniforms uv_scaling;
uniform vec3 uv_scale = vec3(0.1, 0.1, 0.1);
uniform vec2 texture_top_tiling = vec2(1.0, 1.0);
uniform vec2 texture_side_tiling = vec2(1.0, 1.0);
varying vec3 world_pos;
varying vec3 world_normal;
@@ -23,9 +25,9 @@ void vertex() {
void fragment() {
vec3 abs_normal = abs(world_normal);
vec2 uv_xz = world_pos.xz * uv_scale.x;
vec2 uv_xy = world_pos.xy * uv_scale.y;
vec2 uv_zy = world_pos.zy * uv_scale.z;
vec2 uv_xz = world_pos.xz * uv_scale.x * texture_top_tiling;
vec2 uv_xy = world_pos.xy * uv_scale.y * texture_side_tiling;
vec2 uv_zy = world_pos.zy * uv_scale.z * texture_side_tiling;
vec3 weights = pow(abs_normal, vec3(blend_sharpness));
weights /= (weights.x + weights.y + weights.z);