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45 lines
1.8 KiB
GLSL
45 lines
1.8 KiB
GLSL
#version 120
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//
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// metavoxel_voxel_splat.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/4/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the number of splats per pass
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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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vec3 steps = smoothstep(absNormal.zzy - vec3(0.05, 0.05, 0.05), absNormal.zzy + vec3(0.05, 0.05, 0.05), absNormal.xyx);
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// blend the splat textures
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vec4 base0 = texture2D(diffuseMaps[0], gl_TexCoord[0].xy);
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vec4 base1 = texture2D(diffuseMaps[1], gl_TexCoord[1].xy);
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vec4 base2 = texture2D(diffuseMaps[2], gl_TexCoord[2].xy);
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vec4 base3 = texture2D(diffuseMaps[3], gl_TexCoord[3].xy);
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gl_FragColor =
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mix(mix(base0, texture2D(diffuseMaps[0], gl_TexCoord[0].xw), steps.y),
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mix(base0, texture2D(diffuseMaps[0], gl_TexCoord[0].zw), steps.x), steps.z) * alphaValues.x +
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mix(mix(base1, texture2D(diffuseMaps[1], gl_TexCoord[1].xw), steps.y),
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mix(base1, texture2D(diffuseMaps[1], gl_TexCoord[1].zw), steps.x), steps.z) * alphaValues.y +
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mix(mix(base2, texture2D(diffuseMaps[2], gl_TexCoord[2].xw), steps.y),
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mix(base2, texture2D(diffuseMaps[2], gl_TexCoord[2].zw), steps.x), steps.z) * alphaValues.z +
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mix(mix(base3, texture2D(diffuseMaps[3], gl_TexCoord[3].xw), steps.y),
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mix(base3, texture2D(diffuseMaps[3], gl_TexCoord[3].zw), steps.x), steps.z) * alphaValues.w;
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}
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