blob: 7ae56cb4fdf5832091643e86de3517789e544c71 [file] [log] [blame]
uniform sampler2D m_Alpha;
uniform sampler2D m_Tex1;
uniform sampler2D m_Tex2;
uniform sampler2D m_Tex3;
uniform float m_Tex1Scale;
uniform float m_Tex2Scale;
uniform float m_Tex3Scale;
varying vec2 texCoord;
#ifdef TRI_PLANAR_MAPPING
varying vec4 vVertex;
varying vec3 vNormal;
#endif
void main(void)
{
// get the alpha value at this 2D texture coord
vec4 alpha = texture2D( m_Alpha, texCoord.xy );
#ifdef TRI_PLANAR_MAPPING
// tri-planar texture bending factor for this fragment's normal
vec3 blending = abs( vNormal );
blending = (blending -0.2) * 0.7;
blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0 (very important!)
float b = (blending.x + blending.y + blending.z);
blending /= vec3(b, b, b);
// texture coords
vec4 coords = vVertex;
vec4 col1 = texture2D( m_Tex1, coords.yz * m_Tex1Scale );
vec4 col2 = texture2D( m_Tex1, coords.xz * m_Tex1Scale );
vec4 col3 = texture2D( m_Tex1, coords.xy * m_Tex1Scale );
// blend the results of the 3 planar projections.
vec4 tex1 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
col1 = texture2D( m_Tex2, coords.yz * m_Tex2Scale );
col2 = texture2D( m_Tex2, coords.xz * m_Tex2Scale );
col3 = texture2D( m_Tex2, coords.xy * m_Tex2Scale );
// blend the results of the 3 planar projections.
vec4 tex2 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
col1 = texture2D( m_Tex3, coords.yz * m_Tex3Scale );
col2 = texture2D( m_Tex3, coords.xz * m_Tex3Scale );
col3 = texture2D( m_Tex3, coords.xy * m_Tex3Scale );
// blend the results of the 3 planar projections.
vec4 tex3 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
#else
vec4 tex1 = texture2D( m_Tex1, texCoord.xy * m_Tex1Scale ); // Tile
vec4 tex2 = texture2D( m_Tex2, texCoord.xy * m_Tex2Scale ); // Tile
vec4 tex3 = texture2D( m_Tex3, texCoord.xy * m_Tex3Scale ); // Tile
#endif
vec4 outColor = tex1 * alpha.r; // Red channel
outColor = mix( outColor, tex2, alpha.g ); // Green channel
outColor = mix( outColor, tex3, alpha.b ); // Blue channel
gl_FragColor = outColor;
}