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January 9, 2025 18:53
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Displays a fake ground plane that doesn't need to correspond to geometry. Useful for creating a ground plane that extends to the horizon without requiring infinite geometry.
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shader_type spatial; | |
uniform sampler2D ground_texture:source_color, repeat_enable, filter_linear_mipmap; | |
uniform float ground_height = -1.0; | |
uniform float scale = 2.0; | |
varying vec3 world_position; | |
varying vec3 cam_pos; | |
void vertex() { | |
NORMAL =vec3(0.0, 1.0, 0.0); // normal should always face up | |
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; | |
cam_pos = CAMERA_POSITION_WORLD + EYE_OFFSET; | |
} | |
void fragment() { | |
vec3 view_dir = normalize(world_position - cam_pos); | |
if (view_dir.y > 0.0) // only show it below the horizon | |
discard; | |
vec2 ground_uv = (vec2(view_dir.x, view_dir.z) * abs(cam_pos.y - ground_height) / view_dir.y - vec2(cam_pos.x, cam_pos.z)) / scale; | |
ALBEDO = texture(ground_texture, ground_uv).rgb; | |
} |
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