Torque3D/Templates/Empty/game/shaders/common/terrain/terrain.glsl
2016-03-20 21:50:21 +10:00

52 lines
2.2 KiB
GLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample )
{
// This is here to disable the blend if none of
// the neighbors equal the current id.
//
// We depend on the input layer samples being
// rounded to the correct integer ids.
//
vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 );
float noBlend = float(any( bvec4(1 - diff) ));
// Check if any of the layer samples
// match the current texture id.
vec4 factors = vec4(0);
for(int i = 0; i < 4; i++)
factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
// This is a custom bilinear filter.
vec2 uv = layerCoord * layerSize;
vec2 xy = floor( uv );
vec2 ratio = uv - xy;
vec2 opposite = 1 - ratio;
float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
return noBlend * blend;
}