terrainF.glsl
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上传日期:2021-03-01
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文件大小:1k
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游戏引擎

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C++ Builder

  1. /** 
  2.  * @file terrainF.glsl
  3.  *
  4.  * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
  5.  * $License$
  6.  */
  7. uniform sampler2D detail_0;
  8. uniform sampler2D detail_1;
  9. uniform sampler2D detail_2;
  10. uniform sampler2D detail_3;
  11. uniform sampler2D alpha_ramp;
  12. varying vec3 vary_normal;
  13. void main()
  14. {
  15. /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
  16. vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
  17. vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
  18. vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
  19. vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
  20. float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
  21. float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
  22. float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
  23. vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
  24. gl_FragData[0] = vec4(outColor.rgb, 0.0);
  25. gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
  26. gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);
  27. }