Doing a hard compare instead of using step for blending factors

This commit is contained in:
Lukas Joergensen 2014-08-25 21:02:28 +02:00
parent 9612d3c290
commit 53f241974b
2 changed files with 10 additions and 4 deletions

View file

@ -32,9 +32,12 @@ float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSa
float4 diff = saturate( abs( layerSample - texId ) );
float noBlend = any( 1 - diff );
// Use step to see if any of the layer samples
// Check if any of the layer samples
// match the current texture id.
float4 factors = step( texId, layerSample );
float4 factors = 0;
for(int i = 0; i < 4; i++)
if(layerSample[i] == texId)
factors[i] = 1;
// This is a custom bilinear filter.

View file

@ -32,9 +32,12 @@ float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSa
float4 diff = saturate( abs( layerSample - texId ) );
float noBlend = any( 1 - diff );
// Use step to see if any of the layer samples
// Check if any of the layer samples
// match the current texture id.
float4 factors = step( texId, layerSample );
float4 factors = 0;
for(int i = 0; i < 4; i++)
if(layerSample[i] == texId)
factors[i] = 1;
// This is a custom bilinear filter.