Reimplement detailMap, darkMap and emissiveMap

move
scrawl 9 years ago
parent e845c576d4
commit 5fd84074c5

@ -5,6 +5,21 @@ uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV; varying vec2 diffuseMapUV;
#endif #endif
#if @darkMap
uniform sampler2D darkMap;
varying vec2 darkMapUV;
#endif
#if @detailMap
uniform sampler2D detailMap;
varying vec2 detailMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
#endif
varying float depth; varying float depth;
varying vec3 lighting; varying vec3 lighting;
@ -17,8 +32,20 @@ void main()
gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0); gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
#endif #endif
#if @detailMap
gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
#endif
#if @darkMap
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
#endif
gl_FragData[0].xyz *= lighting; gl_FragData[0].xyz *= lighting;
#if @emissiveMap
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
} }

@ -4,6 +4,18 @@
varying vec2 diffuseMapUV; varying vec2 diffuseMapUV;
#endif #endif
#if @darkMap
varying vec2 darkMapUV;
#endif
#if @detailMap
varying vec2 detailMapUV;
#endif
#if @emissiveMap
varying vec2 emissiveMapUV;
#endif
varying float depth; varying float depth;
varying vec3 lighting; varying vec3 lighting;
@ -54,6 +66,18 @@ void main(void)
diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy; diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
#endif #endif
#if @darkMap
darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
#endif
#if @detailMap
detailMapUV = (gl_TextureMatrix[@detailMap] * gl_MultiTexCoord@detailMap).xy;
#endif
#if @emissiveMap
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
#endif
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz); lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)); lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
} }

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