Alpha testing bits.

This commit is contained in:
Andrzej Kapolka 2014-09-12 18:11:46 -07:00
parent 42c8701b26
commit 24b193b5dc
7 changed files with 15 additions and 11 deletions

View file

@ -56,5 +56,5 @@ void main(void) {
// add specular contribution
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
}

View file

@ -76,5 +76,5 @@ void main(void) {
// add specular contribution
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
}

View file

@ -71,5 +71,5 @@ void main(void) {
// add specular contribution
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
}

View file

@ -19,7 +19,8 @@ varying vec4 normal;
void main(void) {
// set the diffuse, normal, specular data
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 255.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
}

View file

@ -33,7 +33,8 @@ void main(void) {
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
// set the diffuse, normal, specular data
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 255.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
}

View file

@ -36,8 +36,9 @@ void main(void) {
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
// set the diffuse, normal, specular data
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
gl_FrontMaterial.shininess / 255.0);
gl_FrontMaterial.shininess / 128.0);
}

View file

@ -22,8 +22,9 @@ varying vec4 normal;
void main(void) {
// set the diffuse, normal, specular data
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5));
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
gl_FrontMaterial.shininess / 255.0);
gl_FrontMaterial.shininess / 128.0);
}