Test with new technique texturing
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8 changed files with 125 additions and 61 deletions
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@ -2,11 +2,14 @@
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out vec4 outputColor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec3 viewPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform sampler2D texture0;
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in vec4 Color;
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in vec4 FarColor;
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in vec3 Normal;
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in vec3 FragPos;
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@ -16,40 +19,20 @@ in float RealType;
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void main()
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{
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float tileSize = 64.0 / 512.0;
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float baseWeight = 0.2;
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float dominantWeight = 0.4;
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vec4 weights = vec4(baseWeight);
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vec2 uvOffsets[4];
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for (int i = 0; i < 4; i++) {
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float type = TexType[i];
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uvOffsets[i] = vec2(mod(type, 8.0), floor(type / 8.0)) * tileSize;
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if (type == RealType) {
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weights[i] = dominantWeight;
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}
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}
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vec4 blendedColor[4];
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for (int i = 0; i < 4; i++) {
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vec2 uv = TexCoord * tileSize + uvOffsets[i];
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blendedColor[i] = texture(texture0, uv);
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}
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float weightX = TexCoord.x;
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float weightY = TexCoord.y;
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vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX);
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vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
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vec4 finalColor = mix(mix1, mix2, weightY);
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vec4 color0 = texture(texture0, TexCoord);
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vec4 color1 = texture(texture1, TexCoord);
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vec3 norm = normalize(Normal);
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float inclineFactor = abs(norm.y);
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vec4 finalColor = mix(color0, color1, inclineFactor);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor * Color;
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float distance = length(viewPos - FragPos);
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float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
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