mirror of https://github.com/axmolengine/axmol.git
73 lines
2.5 KiB
GLSL
73 lines
2.5 KiB
GLSL
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const char* CC3D_terrain_frag = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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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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#ifdef GL_ES
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uniform lowp int u_has_alpha;
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uniform lowp int u_has_light_map;
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#else
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uniform int u_has_alpha;
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uniform int u_has_light_map;
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#endif
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uniform sampler2D u_alphaMap;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform sampler2D u_tex2;
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uniform sampler2D u_tex3;
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uniform sampler2D u_lightMap;
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uniform float u_detailSize[4];
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uniform vec3 u_lightDir;
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void main()
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{
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vec4 lightColor;
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if(u_has_light_map<=0)
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{
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lightColor = vec4(1.0,1.0,1.0,1.0);
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}else
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{
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lightColor = texture2D(u_lightMap,v_texCoord);
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}
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float lightFactor = dot(-u_lightDir,v_normal);
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if(u_has_alpha<=0)
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{
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gl_FragColor = texture2D(u_tex0, v_texCoord)*lightColor*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(0.0,0.0,0.0,0.0);
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color = texture2D(u_tex0, v_texCoord*u_detailSize[0])*blendFactor.r +
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texture2D(u_tex1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_tex2, v_texCoord*u_detailSize[2])*blendFactor.b
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+ texture2D(u_tex3, v_texCoord*u_detailSize[3])*(1.0 - blendFactor.a);
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gl_FragColor = vec4(color.rgb*lightColor.rgb*lightFactor, 1.0);
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}
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}
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)";
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