polyvox/media/materials/programs/TextureAtlasExperimentalFragmentProgram.cg
2008-01-13 19:56:42 +00:00

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
float4 Normal : TEXCOORD1;
float Alpha : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
{
float textureScalingFactor = 20.0f;
float textureSize = 512.0f;
float noOfTexturesPerDimension = 4.0;
//Scale the texture.
IN.TexCoords /= textureScalingFactor;
//Make sure texture coordinates are in the range 0.0 - 1.0 (or 0.9999? Is this necessary?)
IN.TexCoords.x = frac(IN.TexCoords.x);
IN.TexCoords.y = frac(IN.TexCoords.y);
IN.TexCoords.z = frac(IN.TexCoords.z);
//Avoid sampling the texels at the edge of each texture. To do this, compress the range of texture coordinates.
//To work with mipmaping we can't use a constant addition of 0.5 - it needs to be dependant of mipmap level?
IN.TexCoords *= (textureSize - 1.0);
IN.TexCoords += 0.5f;
IN.TexCoords /= textureSize;
//Now scale the texture coordinates to the right range for the texture atlas.
IN.TexCoords /= noOfTexturesPerDimension;
//Next we compute the offset of the texture in the texture atlas
float material = floor(IN.Alpha);
float y = floor(material / noOfTexturesPerDimension);
float x = fmod(material,noOfTexturesPerDimension);
float2 offset = float2(x,y);
offset /= noOfTexturesPerDimension;
float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
return float4(colourMapValue*IN.Color.rgb,1.0);
}
//Curently unused. This function mimics linear texture interpolation by taking several samples when in nearest neighbour sampling mode.
float4 performInterpolatedTextureLookup(sampler2D texture, float2 pos)
{
float xPos = pos.x * 2048.0;
float xFrac = frac(xPos);
float xMin = xPos - xFrac;
float xMax = xPos + 1.0;
xMin /= 2048.0;
xMax /= 2048.0;
float yPos = pos.y* 2048.0;
float yFrac = frac(yPos);
float yMin = yPos - yFrac;
float yMax = yPos + 1.0;
yMin /= 2048.0;
yMax /= 2048.0;
float4 resultMinXMinY = tex2D(texture, float2(xMin, yMin));
float4 resultMaxXMinY = tex2D(texture, float2(xMax, yMin));
float4 resultMinXMaxY = tex2D(texture, float2(xMin, yMax));
float4 resultMaxXMaxY = tex2D(texture, float2(xMax, yMax));
float4 resultMinY = (resultMinXMinY * (1-xFrac) + resultMaxXMinY * xFrac);
float4 resultMaxY = (resultMinXMaxY * (1-xFrac) + resultMaxXMaxY * xFrac);
float4 result = (resultMinY * (1-yFrac) + resultMaxY * yFrac);
return result;
}