Use a special detail map shader for normal map (later)

This commit is contained in:
Benau 2018-09-14 22:51:44 +08:00
parent b613c2c989
commit c10b40fb7d
2 changed files with 0 additions and 13 deletions

@ -4,7 +4,6 @@ in float hue_change;
in vec3 normal;
in vec3 tangent;
in vec2 uv;
in vec4 world_position;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec4 o_normal_color;
@ -13,17 +12,9 @@ layout(location = 1) out vec4 o_normal_color;
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.frag"
uniform sampler2D g_detail_map;
void main()
{
// Triplanar detail map
vec2 xyuv = vec2(world_position.x, world_position.y);
float detail = texture(g_detail_map, uv * 32.0).r;
detail *= 2.5;
vec4 col = sampleTextureLayer0(uv);
col = (col - detail) + 0.5;
if (hue_change > 0.0)
{
float mask = col.a;

@ -3,10 +3,6 @@
<first-pass vertex-shader="sp_pass.vert"
fragment-shader="sp_normal_map.frag"
skinned-mesh-shader="sp_skinning.vert">
<prefilled-textures>
<prefilled-texture name="g_detail_map" file="gfx_detailmap_a.png"
srgb="Y" sampler="trilinear"/>
</prefilled-textures>
</first-pass>
<shadow-pass vertex-shader="sp_shadow.vert"
fragment-shader="white.frag"