axmol/cocos/renderer/shaders/3D_terrain.frag

73 lines
2.5 KiB
GLSL

/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
const char* CC3D_terrain_frag = R"(
#ifdef GL_ES
precision mediump float;
#endif
uniform vec3 u_color;
varying vec2 v_texCoord;
varying vec3 v_normal;
#ifdef GL_ES
uniform lowp int u_has_alpha;
uniform lowp int u_has_light_map;
#else
uniform int u_has_alpha;
uniform int u_has_light_map;
#endif
uniform sampler2D u_alphaMap;
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;
uniform sampler2D u_texture3;
uniform sampler2D u_lightMap;
uniform float u_detailSize[4];
uniform vec3 u_lightDir;
void main()
{
vec4 lightColor;
if(u_has_light_map<=0)
{
lightColor = vec4(1.0,1.0,1.0,1.0);
}else
{
lightColor = texture2D(u_lightMap,v_texCoord);
}
float lightFactor = dot(-u_lightDir,v_normal);
if(u_has_alpha<=0)
{
gl_FragColor = texture2D(u_texture0, v_texCoord)*lightColor*lightFactor;
}else
{
vec4 blendFactor =texture2D(u_alphaMap,v_texCoord);
vec4 color = vec4(0.0,0.0,0.0,0.0);
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
+ texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0 - blendFactor.a);
gl_FragColor = vec4(color.rgb*lightColor.rgb*lightFactor, 1.0);
}
}
)";