mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
Changes to GLSL files for OpenGL
This commit is contained in:
parent
2142d452d4
commit
6aea37b407
98 changed files with 3366 additions and 2686 deletions
|
|
@ -23,8 +23,10 @@
|
|||
#include "../terrain.glsl"
|
||||
#include "../../gl/hlslCompat.glsl"
|
||||
|
||||
varying vec2 layerCoord;
|
||||
varying vec2 texCoord;
|
||||
in vec2 layerCoord;
|
||||
#define IN_layerCoord layerCoord
|
||||
in vec2 texCoord;
|
||||
#define IN_texCoord texCoord
|
||||
|
||||
uniform sampler2D layerTex;
|
||||
uniform sampler2D textureMap;
|
||||
|
|
@ -33,12 +35,12 @@ uniform float layerSize;
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 layerSample = round(texture2D( layerTex, layerCoord ) * 255.0);
|
||||
vec4 layerSample = round(texture( layerTex, IN_layerCoord ) * 255.0);
|
||||
|
||||
float blend = calcBlend( texId, layerCoord, layerSize, layerSample );
|
||||
float blend = calcBlend( texId, IN_layerCoord, layerSize, layerSample );
|
||||
|
||||
if(blend - 0.0001 < 0.0)
|
||||
discard;
|
||||
|
||||
gl_FragColor = vec4( texture2D( textureMap, texCoord ).rgb, blend );
|
||||
OUT_FragColor0 = vec4( texture( textureMap, IN_texCoord ).rgb, blend );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -23,14 +23,19 @@
|
|||
/// The vertex shader used in the generation and caching of the
|
||||
/// base terrain texture.
|
||||
|
||||
varying vec2 layerCoord;
|
||||
varying vec2 texCoord;
|
||||
in vec4 vPosition;
|
||||
in vec2 vTexCoord0;
|
||||
|
||||
out vec2 layerCoord;
|
||||
out vec2 texCoord;
|
||||
|
||||
uniform vec2 texScale;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(gl_Vertex.xyz, 1.0);
|
||||
layerCoord = gl_MultiTexCoord0.st;
|
||||
texCoord = gl_MultiTexCoord0.st * texScale;
|
||||
gl_Position = vec4(vPosition.xyz, 1.0);
|
||||
layerCoord = vTexCoord0.st;
|
||||
texCoord = vTexCoord0.st * texScale;
|
||||
|
||||
gl_Position.y *= -1;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue