More work on maps and multiplayer
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24
visuals/shaders/maptile.gdshader
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24
visuals/shaders/maptile.gdshader
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shader_type spatial;
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uniform sampler2D height_gradient;
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uniform float vertical_offset;
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uniform float vertical_range : hint_range(1.0, 12.0, 1.0);
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varying vec3 world_position;
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void vertex() {
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// Called for every vertex the material is visible on.
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1)).xyz;
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}
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void fragment() {
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float h = (world_position.y - vertical_offset)/vertical_range;
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vec2 uv = vec2(clamp(h, 0.001, 1.0),0.5);
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vec4 color = texture(height_gradient, uv);
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ALBEDO = color.rgb;
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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