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Use cubic texture coordinate generation for the dual contour surfaces.
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2 changed files with 26 additions and 9 deletions
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@ -17,13 +17,20 @@ const int SPLAT_COUNT = 4;
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// the splat textures
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uniform sampler2D diffuseMaps[SPLAT_COUNT];
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// the model space normal
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varying vec3 normal;
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// alpha values for the four splat textures
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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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// blend the splat textures
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gl_FragColor = (texture2D(diffuseMaps[0], gl_TexCoord[0].st) * alphaValues.x +
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texture2D(diffuseMaps[1], gl_TexCoord[1].st) * alphaValues.y +
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texture2D(diffuseMaps[2], gl_TexCoord[2].st) * alphaValues.z +
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texture2D(diffuseMaps[3], gl_TexCoord[3].st) * alphaValues.w);
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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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}
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@ -29,6 +29,9 @@ attribute vec4 materials;
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// the weights of each material
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attribute vec4 materialWeights;
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// the model space normal
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varying vec3 normal;
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// alpha values for the four splat textures
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varying vec4 alphaValues;
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@ -36,12 +39,19 @@ void main(void) {
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// use the fixed-function position
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gl_Position = ftransform();
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// pass along the normal
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normal = gl_Normal;
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// pass along the scaled/offset texture coordinates
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vec4 textureSpacePosition = vec4(gl_Vertex.xz, 0.0, 1.0);
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gl_TexCoord[0] = textureSpacePosition * vec4(splatTextureScalesS[0], splatTextureScalesT[0], 0.0, 1.0);
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gl_TexCoord[1] = textureSpacePosition * vec4(splatTextureScalesS[1], splatTextureScalesT[1], 0.0, 1.0);
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gl_TexCoord[2] = textureSpacePosition * vec4(splatTextureScalesS[2], splatTextureScalesT[2], 0.0, 1.0);
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gl_TexCoord[3] = textureSpacePosition * vec4(splatTextureScalesS[3], splatTextureScalesT[3], 0.0, 1.0);
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vec4 textureSpacePosition = gl_Vertex.xyyz;
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gl_TexCoord[0] = textureSpacePosition * vec4(splatTextureScalesS[0], splatTextureScalesT[0],
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splatTextureScalesS[0], splatTextureScalesT[0]);
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gl_TexCoord[1] = textureSpacePosition * vec4(splatTextureScalesS[1], splatTextureScalesT[1],
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splatTextureScalesS[1], splatTextureScalesT[1]);
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gl_TexCoord[2] = textureSpacePosition * vec4(splatTextureScalesS[2], splatTextureScalesT[2],
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splatTextureScalesS[2], splatTextureScalesT[2]);
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gl_TexCoord[3] = textureSpacePosition * vec4(splatTextureScalesS[3], splatTextureScalesT[3],
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splatTextureScalesS[3], splatTextureScalesT[3]);
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// compute the alpha values for each texture
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float value = materials[0];
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