Fixed blendmaps
Merge remote-tracking branch 'origin/gui' into deffered_rendering Conflicts: vs11/Returngeance/Returngeance.vcxproj.filters
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@@ -58,11 +58,11 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
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void main()
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{
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vec4 BlendMap = texture2D(DiffuseTexture, Input.TextureCoord.st);
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vec4 BlendMap = texture(DiffuseTexture, Input.TextureCoord);
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vec4 TextureRedTexel = texture2D(TextureRed, Input.TextureCoord.st * TextureRepeats);
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vec4 TextureGreenTexel = texture2D(TextureGreen, Input.TextureCoord.st * TextureRepeats);
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vec4 TextureBlueTexel = texture2D(TextureBlue, Input.TextureCoord.st * TextureRepeats);
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vec4 TextureRedTexel = texture(TextureRed, Input.TextureCoord * TextureRepeats);
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vec4 TextureGreenTexel = texture(TextureGreen, Input.TextureCoord * TextureRepeats);
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vec4 TextureBlueTexel = texture(TextureBlue, Input.TextureCoord * TextureRepeats);
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//Mix the Terrain-textures together
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TextureRedTexel *= BlendMap.r;
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@@ -79,7 +79,7 @@ void main()
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//frag_Normal = vec4(Input.Normal, 0.0);
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// Diffuse Texture
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frag_Diffuse = finalBlendTexel * Shadow(Input.ShadowCoord, vec3(frag_Normal));
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frag_Diffuse = finalBlendTexel;
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//G-buffer Specular
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frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
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@@ -1,5 +1,7 @@
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#version 430
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uniform vec4 Color;
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layout(binding=0) uniform sampler2D texture0;
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in VertexData {
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@@ -14,5 +16,5 @@ void main() {
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// Texture
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vec4 texel = texture(texture0, Input.TextureCoord);
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fragmentColor = texel;
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fragmentColor = texel * Color;
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}
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