#version 120 // // metavoxel_voxel_splat.frag // fragment shader // // Created by Andrzej Kapolka on 9/4/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // the number of splats per pass const int SPLAT_COUNT = 4; // the splat textures uniform sampler2D diffuseMaps[SPLAT_COUNT]; // the model space normal varying vec3 normal; // alpha values for the four splat textures varying vec4 alphaValues; void main(void) { // determine the cube face to use for texture coordinate generation vec3 absNormal = abs(normal); vec3 steps = step(absNormal.zzy, absNormal.xyx); vec2 parameters = mix(vec2(0.0, steps.y), vec2(steps.x, steps.x), steps.z); // blend the splat textures gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xy, gl_TexCoord[0].zw, parameters)) * alphaValues.x + texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xy, gl_TexCoord[1].zw, parameters)) * alphaValues.y + texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xy, gl_TexCoord[2].zw, parameters)) * alphaValues.z + texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xy, gl_TexCoord[3].zw, parameters)) * alphaValues.w); }