diff --git a/files/materials/terrain.shader b/files/materials/terrain.shader index 601f287a0b..0458c4db94 100644 --- a/files/materials/terrain.shader +++ b/files/materials/terrain.shader @@ -55,7 +55,7 @@ shUniform(float2, lodMorph) @shAutoConstant(lodMorph, custom, 1001) shVertexInput(float2, uv0) - shVertexInput(float2, delta) // lodDelta, lodThreshold + shVertexInput(float2, uv1) // lodDelta, lodThreshold #if SHADOWS shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix) @@ -85,11 +85,11 @@ // result is negative (it will only be -1 in fact, since after that // the vertex will never be indexed), we will achieve our aim. // sign(vertexLOD - targetLOD) == -1 is to morph - float toMorph = -min(0, sign(delta.y - lodMorph.y)); + float toMorph = -min(0, sign(uv1.y - lodMorph.y)); // morph // this assumes XZ terrain alignment - worldPos.y += delta.x * toMorph * lodMorph.x; + worldPos.y += uv1.x * toMorph * lodMorph.x; shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);