#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 = 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 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; }