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36 lines
1.2 KiB
GLSL
36 lines
1.2 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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vec2 parameters = step(absNormal.yy, absNormal.xz) * step(absNormal.zx, absNormal.xz);
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// blend the splat textures
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gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xw, gl_TexCoord[0].zy, parameters)) * alphaValues.x +
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texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xw, gl_TexCoord[1].zy, parameters)) * alphaValues.y +
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texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xw, gl_TexCoord[2].zy, parameters)) * alphaValues.z +
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texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xw, gl_TexCoord[3].zy, parameters)) * alphaValues.w);
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}
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