#version 120 // // metavoxel_voxel_splat.vert // vertex 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 splat texture offset uniform vec3 splatTextureOffset; // the splat textures scales on the S axis uniform vec4 splatTextureScalesS; // the splat texture scales on the T axis uniform vec4 splatTextureScalesT; // the lower bounds of the values corresponding to the splat textures uniform vec4 textureValueMinima; // the upper bounds of the values corresponding to the splat textures uniform vec4 textureValueMaxima; // the materials to apply to the vertex attribute vec4 materials; // the weights of each material attribute vec4 materialWeights; // the model space normal varying vec3 normal; // alpha values for the four splat textures varying vec4 alphaValues; void main(void) { // use the fixed-function position gl_Position = ftransform(); // pass along the normal normal = gl_Normal; // pass along the scaled/offset texture coordinates vec4 textureSpacePosition = (gl_Vertex.xyz + splatTextureOffset).xyyz; gl_TexCoord[0] = textureSpacePosition * vec4(splatTextureScalesS[0], splatTextureScalesT[0], splatTextureScalesS[0], splatTextureScalesT[0]); gl_TexCoord[1] = textureSpacePosition * vec4(splatTextureScalesS[1], splatTextureScalesT[1], splatTextureScalesS[1], splatTextureScalesT[1]); gl_TexCoord[2] = textureSpacePosition * vec4(splatTextureScalesS[2], splatTextureScalesT[2], splatTextureScalesS[2], splatTextureScalesT[2]); gl_TexCoord[3] = textureSpacePosition * vec4(splatTextureScalesS[3], splatTextureScalesT[3], splatTextureScalesS[3], splatTextureScalesT[3]); // compute the alpha values for each texture float value = materials[0]; vec4 valueVector = vec4(value, value, value, value); alphaValues = step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[0]; value = materials[1]; valueVector = vec4(value, value, value, value); alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[1]; value = materials[2]; valueVector = vec4(value, value, value, value); alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[2]; value = materials[3]; valueVector = vec4(value, value, value, value); alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[3]; }