diff --git a/materials/shader/IslandHeightmapFalloffShader.gdshader b/materials/shader/IslandHeightmapFalloffShader.gdshader index edf272d..0867ced 100644 --- a/materials/shader/IslandHeightmapFalloffShader.gdshader +++ b/materials/shader/IslandHeightmapFalloffShader.gdshader @@ -6,7 +6,9 @@ void vertex() { } vec3 color_ramp(float h) { - if (h < 0.4f) { + if (h < 0.35f) { + return vec3(0, 0, 0.3); + else if (h < 0.4f) { return vec3(0, 0, 0.6); } else if (h < 0.45f) { return vec3(0, 0, 0.7); @@ -14,11 +16,11 @@ vec3 color_ramp(float h) { return vec3(0, 0, 1); } else if (h < 0.55){ return vec3(0.8, 0.8, 0.1); - } else if (h < 0.6){ + } else if (h < 0.65){ return vec3(0, 0.6, 0); - } else if (h < 0.68){ + } else if (h < 0.75){ return vec3(0, 0.4, 0); - } else if (h <= 0.78){ + } else if (h <= 0.85){ return vec3(0.6, 0.6, 0.6); } else if (h < 1.0){ return vec3(0.8, 0.8, 0.8); @@ -43,10 +45,8 @@ float borderFalloffCircle(vec2 uv) { void fragment() { vec4 texture_color = texture(TEXTURE, UV); - - COLOR.rgb = vec3(abs(UV.x - 0.5) * 2.0); - //COLOR.rgb = color_ramp(texture_color.r * borderFalloffCircle(UV) * 1.8); COLOR.rgb = vec3(texture_color.r * borderFalloff(UV) * 1.8); + // COLOR.rgb = vec3(texture_color.r * borderFalloffCircle(UV) * 1.8); }