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Fix for texture coordinate generation.
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1 changed files with 6 additions and 5 deletions
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@ -26,11 +26,12 @@ varying vec4 alphaValues;
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void main(void) {
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// determine the cube face to use for texture coordinate generation
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vec3 absNormal = abs(normal);
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vec2 parameters = step(absNormal.yy, absNormal.xz) * step(absNormal.zx, absNormal.xz);
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vec3 steps = step(absNormal.zzy, absNormal.xyx);
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vec2 parameters = mix(vec2(0.0, steps.y), vec2(steps.x, steps.x), steps.z);
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// blend the splat textures
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gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xw, gl_TexCoord[0].zy, parameters)) * alphaValues.x +
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texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xw, gl_TexCoord[1].zy, parameters)) * alphaValues.y +
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texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xw, gl_TexCoord[2].zy, parameters)) * alphaValues.z +
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texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xw, gl_TexCoord[3].zy, parameters)) * alphaValues.w);
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gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xy, gl_TexCoord[0].zw, parameters)) * alphaValues.x +
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texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xy, gl_TexCoord[1].zw, parameters)) * alphaValues.y +
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texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xy, gl_TexCoord[2].zw, parameters)) * alphaValues.z +
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texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xy, gl_TexCoord[3].zw, parameters)) * alphaValues.w);
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}
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