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10 lines
466 B
GLSL
10 lines
466 B
GLSL
// heightmap terrain with holes cut in it, for the portals of tunnels and the like (opengl46_terrain_materials): the cells cut
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// out entirely are left out of the mesh, the rest of the openings is cut here. the mask of the holes covers the chunk, 255
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// where the ground is cut; the fragments where the value led between its samples is over the half are discarded
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#define TERRAIN_HOLES 1
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#texture (holes, 7, R)
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uniform sampler2D holes;
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#include <mat_terrain.frag>
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