diff --git a/data/shaders/splatting.frag b/data/shaders/splatting.frag index 826241e82..63bfba573 100644 --- a/data/shaders/splatting.frag +++ b/data/shaders/splatting.frag @@ -11,17 +11,17 @@ varying vec3 lightdir2; void main() { - vec4 layout = texture2D(tex_layout, gl_TexCoord[0].st); + vec4 splatting = texture2D(tex_layout, gl_TexCoord[0].st); vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[1].st); vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[1].st); vec4 detail2 = texture2D(tex_detail2, gl_TexCoord[1].st); vec4 detail3 = texture2D(tex_detail3, gl_TexCoord[1].st); vec4 detail4 = texture2D(tex_detail4, gl_TexCoord[1].st); - gl_FragColor = (layout.r * detail0 + - layout.g * detail1 + - layout.b * detail2 + - (1.0 - layout.r - layout.g - layout.b) * detail3 + - (1.0 - layout.a) * detail4) + gl_FragColor = (splatting.r * detail0 + + splatting.g * detail1 + + splatting.b * detail2 + + (1.0 - splatting.r - splatting.g - splatting.b) * detail3 + + (1.0 - splatting.a) * detail4) * min(1.0, 0.2 + dot(lightdir2, normal)); // 0.2 is the ambient light. }