2011-11-30 16:56:04 +00:00
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uniform sampler2D tex_layout;
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uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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2011-11-30 19:34:37 +00:00
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uniform sampler2D tex_detail2;
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uniform sampler2D tex_detail3;
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2011-12-03 20:09:08 +00:00
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uniform sampler2D tex_detail4;
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2011-12-18 00:48:35 +00:00
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varying vec3 normal;
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varying vec3 lightdir2;
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2011-12-20 16:58:12 +00:00
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varying vec4 vertex_color;
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2011-11-30 16:56:04 +00:00
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void main()
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{
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2013-03-18 00:21:28 +00:00
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vec4 splatting = texture2D(tex_layout, gl_TexCoord[1].st);
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vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[0].st);
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vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[0].st);
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vec4 detail2 = texture2D(tex_detail2, gl_TexCoord[0].st);
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vec4 detail3 = texture2D(tex_detail3, gl_TexCoord[0].st);
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vec4 detail4 = texture2D(tex_detail4, gl_TexCoord[0].st);
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2013-06-18 14:35:29 +00:00
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2011-12-20 01:47:40 +00:00
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gl_FragColor = (splatting.r * detail0 +
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splatting.g * detail1 +
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splatting.b * detail2 +
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(1.0 - splatting.r - splatting.g - splatting.b) * detail3 +
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(1.0 - splatting.a) * detail4)
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2011-12-20 16:58:12 +00:00
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* min(1.0, 0.2 + dot(lightdir2, normal)) * vertex_color; // 0.2 is the ambient light.
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2011-11-30 16:56:04 +00:00
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}
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