Release v0.9.6
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// Licensed under the Non-Profit Open Software License version 3.0
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// Kernel
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[numthreads(32,32,1)]
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void HeightMapToTexture (uint3 id : SV_DispatchThreadID)
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{
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// Get width and height of texture
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int w,h;
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Texture.GetDimensions(w,h);
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// Calculate position relative to heightmap
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float2 relativeID = RelativizeVector(id.x, id.y, w, h);
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float2 heightMapPos = float2(relativeID.x * HeightMapResolution, relativeID.y * HeightMapResolution);
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// Calculate height
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float3 gradient = CalculateGradientAndHeight(heightMapPos, HeightMapResolution, HeightBuffer);
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// Set height
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Texture[id.xy] = float4(gradient.z,gradient.z,gradient.z,1);
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}
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