mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
Merge pull request #3539 from ey6es/metavoxels
Blend between directional textures on dual contour surfaces.
This commit is contained in:
commit
f284fc548f
1 changed files with 14 additions and 6 deletions
|
@ -26,12 +26,20 @@ 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);
|
||||
vec3 steps = smoothstep(absNormal.zzy - vec3(0.05, 0.05, 0.05), absNormal.zzy + vec3(0.05, 0.05, 0.05), absNormal.xyx);
|
||||
|
||||
// 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);
|
||||
vec4 base0 = texture2D(diffuseMaps[0], gl_TexCoord[0].xy);
|
||||
vec4 base1 = texture2D(diffuseMaps[1], gl_TexCoord[1].xy);
|
||||
vec4 base2 = texture2D(diffuseMaps[2], gl_TexCoord[2].xy);
|
||||
vec4 base3 = texture2D(diffuseMaps[3], gl_TexCoord[3].xy);
|
||||
gl_FragColor =
|
||||
mix(mix(base0, texture2D(diffuseMaps[0], gl_TexCoord[0].xw), steps.y),
|
||||
mix(base0, texture2D(diffuseMaps[0], gl_TexCoord[0].zw), steps.x), steps.z) * alphaValues.x +
|
||||
mix(mix(base1, texture2D(diffuseMaps[1], gl_TexCoord[1].xw), steps.y),
|
||||
mix(base1, texture2D(diffuseMaps[1], gl_TexCoord[1].zw), steps.x), steps.z) * alphaValues.y +
|
||||
mix(mix(base2, texture2D(diffuseMaps[2], gl_TexCoord[2].xw), steps.y),
|
||||
mix(base2, texture2D(diffuseMaps[2], gl_TexCoord[2].zw), steps.x), steps.z) * alphaValues.z +
|
||||
mix(mix(base3, texture2D(diffuseMaps[3], gl_TexCoord[3].xw), steps.y),
|
||||
mix(base3, texture2D(diffuseMaps[3], gl_TexCoord[3].zw), steps.x), steps.z) * alphaValues.w;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue