Generate some random heights to fill the height map texture and ... it works!
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2 changed files with 27 additions and 6 deletions
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@ -30,7 +30,7 @@ typedef struct
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} ColorInOut;
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vertex ColorInOut vertexShader(Vertex in [[stage_in]],
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texture2d<half> heights [[texture(0)]],
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texture2d<float> heights [[texture(0)]],
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constant Uniforms & uniforms [[buffer(BufferIndexUniforms)]])
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{
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constexpr sampler s(coord::pixel, address::clamp_to_zero, filter::linear);
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@ -39,9 +39,9 @@ vertex ColorInOut vertexShader(Vertex in [[stage_in]],
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// TODO: Concerned about this.
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uint2 gridCoord(in.texCoord.x * heights.get_width(), in.texCoord.y * heights.get_height());
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half4 height = heights.read(gridCoord).rrrr;
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float4 height = heights.read(gridCoord).rrrr;
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float4 position(in.position.x, float(height.r), in.position.z, 1.0);
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float4 position(in.position.x, height.r, in.position.z, 1.0);
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out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position;
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out.texCoord = in.texCoord;
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