48 lines
2.3 KiB
GLSL
48 lines
2.3 KiB
GLSL
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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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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*/
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void SGX_TriplanarTexturing(in vec4 diffuse, in vec3 normal, in vec4 position, in sampler2D texFromX, in sampler2D texFromY, in sampler2D texFromZ, in vec3 parameters, out vec4 cOut)
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{
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vec3 blendWeights = abs(normalize(normal));
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blendWeights = blendWeights - parameters.y;
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blendWeights = pow(max(blendWeights, vec3(0.0, 0.0, 0.0)), parameters.zzz);
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float tot = (blendWeights.x + blendWeights.y + blendWeights.z);
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blendWeights /= vec3(tot, tot, tot);
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// Move the planar mapping a bit according to the normal length to avoid bad looking skirts.
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float nLength = length(normal - 1.0);
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vec2 coord1 = (position.yz + nLength) * parameters.x;
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vec2 coord2 = (position.zx + nLength) * parameters.x;
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vec2 coord3 = (position.xy + nLength) * parameters.x;
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vec4 col1 = texture2D(texFromX, coord1);
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vec4 col2 = texture2D(texFromY, coord2);
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vec4 col3 = texture2D(texFromZ, coord3);
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cOut = diffuse * vec4(col1.xyz * blendWeights.x +
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col2.xyz * blendWeights.y +
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col3.xyz * blendWeights.z, 1);
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}
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