const char* cc3D_Terrain_frag = STRINGIFY( \n#ifdef GL_ES\n precision lowp float; \n#endif\n uniform vec3 u_color; varying vec2 v_texCoord; varying vec3 v_normal; uniform int u_has_alpha; uniform sampler2D u_alphaMap; uniform sampler2D u_texture0; uniform sampler2D u_texture1; uniform sampler2D u_texture2; uniform sampler2D u_texture3; uniform float u_detailSize[4]; void main() { vec3 light_direction = vec3(-1,-1,0); float lightFactor = dot(-light_direction,v_normal); if(u_has_alpha<=0) { gl_FragColor = texture2D(u_texture0, v_texCoord)*lightFactor; }else { vec4 blendFactor =texture2D(u_alphaMap,v_texCoord); vec4 color = vec4(0,0,0,0); color = texture2D(u_texture0, v_texCoord*u_detailSize[0])*blendFactor.r + texture2D(u_texture1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_texture2, v_texCoord*u_detailSize[2])*blendFactor.b;\n float grayFactor =dot(blendFactor.rgb, vec3(1, 1, 1)); color +=texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0-grayFactor); gl_FragColor = vec4(color.rgb*lightFactor, 1.0); } } );