Added blendmap component

Added renderque for models with a blendmap component
Added shaders for blendmaps
This commit is contained in:
Tleety
2014-05-28 20:24:31 +02:00
parent a5f4c9daa0
commit 761b8e21e1
13 changed files with 260 additions and 35 deletions
-26
View File
@@ -5,13 +5,6 @@ layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D AsphaltTexture;
layout (binding=5) uniform sampler2D GrassTexture;
layout (binding=6) uniform sampler2D SandTexture;
layout (binding=7) uniform sampler2D BlendMap;
uniform float texScale; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
@@ -59,25 +52,6 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
void main()
{
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);