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