46 lines
1.6 KiB
Plaintext
46 lines
1.6 KiB
Plaintext
struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float2 Alpha : TEXCOORD2;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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{
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//return float4(IN.Alpha.y, 1.0f-IN.Alpha.y, 0.0f,1.0f);
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float textureScalingFactor = 20.0f;
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float textureSize = 512.0f;
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float noOfTexturesPerDimension = 4.0;
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//Scale the texture.
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IN.TexCoords /= textureScalingFactor;
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//Make sure texture coordinates are in the range 0.0 - 1.0 (or 0.9999? Is this necessary?)
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IN.TexCoords.x = frac(IN.TexCoords.x);
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IN.TexCoords.y = frac(IN.TexCoords.y);
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IN.TexCoords.z = frac(IN.TexCoords.z);
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//Now scale the texture coordinates to the right range for the texture atlas.
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IN.TexCoords /= noOfTexturesPerDimension;
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//Next we compute the offset of the texture in the texture atlas
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float material = floor(IN.Alpha.x);
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float y = floor(material / noOfTexturesPerDimension);
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float x = fmod(material,noOfTexturesPerDimension);
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float2 offset = float2(x,y);
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offset /= noOfTexturesPerDimension;
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//Retrieve the 3 samples
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float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
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float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
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float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
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//Blend according to triplanar texturing
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float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
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//Return the result
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return float4(colourMapValue*IN.Color.rgb*IN.Alpha.y,IN.Alpha.y);
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} |