Success to blend 4 texture
Need improuve for angle.
This commit is contained in:
parent
b9a2b87fe9
commit
664eb5872a
8 changed files with 186 additions and 105 deletions
|
|
@ -9,23 +9,27 @@ using System.Text;
|
|||
using System.Threading.Tasks;
|
||||
|
||||
namespace LandblockExtraction.AtlasMaker;
|
||||
public class AtlasBuilder {
|
||||
public class AtlasBuilder : IDisposable {
|
||||
private readonly int TEXTURESIZE = 64;
|
||||
private TexturesImage texturesImage;
|
||||
private List<MagickImage> textures;
|
||||
public Dictionary<int, MagickImage> textures;
|
||||
|
||||
public AtlasBuilder(PortalEngine portalEngine) {
|
||||
textures = new();
|
||||
texturesImage = new TexturesImage(portalEngine);
|
||||
}
|
||||
|
||||
public bool AddTexture(DataId matId) {
|
||||
public bool AddTexture(int index, DataId matId) {
|
||||
var img = texturesImage.GetImage(matId);
|
||||
if(img == null) return false;
|
||||
textures.Add(img);
|
||||
textures.Add(index, img);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
textures.Clear();
|
||||
}
|
||||
|
||||
public void GenerateAtlas() {
|
||||
int count = (int)Math.Ceiling(Math.Sqrt(textures.Count));
|
||||
int atlasSize = (int)TEXTURESIZE * count;
|
||||
|
|
@ -36,7 +40,7 @@ public class AtlasBuilder {
|
|||
foreach (var kvp in textures) {
|
||||
int x = (index % count) * (int)TEXTURESIZE;
|
||||
int y = (index / count) * (int)TEXTURESIZE;
|
||||
atlas.Composite(kvp, x, y);
|
||||
atlas.Composite(kvp.Value, x, y);
|
||||
|
||||
index++;
|
||||
if (index >= count * count) break;
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using AC2RE.Definitions;
|
||||
using ImageMagick;
|
||||
using LandblockExtraction.DatEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
|
@ -11,27 +12,30 @@ using System.Threading.Tasks;
|
|||
namespace LandblockExtraction.AtlasMaker;
|
||||
public class TerrainAtlasManager {
|
||||
private PortalEngine portalEngine;
|
||||
private AtlasBuilder atlasBuilder;
|
||||
|
||||
public Dictionary<int, Vector2> textureCoord;
|
||||
|
||||
public Dictionary<int, MagickImage> terrainTexture;
|
||||
public TerrainAtlasManager(PortalEngine portalEngine) {
|
||||
this.portalEngine = portalEngine;
|
||||
textureCoord = new Dictionary<int, Vector2>();
|
||||
atlasBuilder = new AtlasBuilder(portalEngine);
|
||||
terrainTexture = new Dictionary<int, MagickImage>();
|
||||
}
|
||||
public void ExtractTexture() {
|
||||
using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
|
||||
foreach (var terrain in portalEngine.cTerrainDesc.terrains) {
|
||||
foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
|
||||
if (surface.surfIndex == terrain.surfaceInfo) {
|
||||
atlasBuilder.AddTexture(surface.terrainMaterials.First().baseMaterials.First().materialDid);
|
||||
atlasBuilder.AddTexture((int)terrain.terrainIndex, surface.terrainMaterials.First().baseMaterials.First().materialDid);
|
||||
}
|
||||
}
|
||||
textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
|
||||
}
|
||||
}
|
||||
public void GenerateAtlas() {
|
||||
|
||||
atlasBuilder.GenerateAtlas();
|
||||
foreach(var img in atlasBuilder.textures) {
|
||||
terrainTexture.Add(img.Key, img.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void GenerateUV() {
|
||||
int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
|
||||
|
|
|
|||
|
|
@ -21,7 +21,6 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
|
||||
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
|
||||
terrainAtlasManager.ExtractTexture();
|
||||
terrainAtlasManager.GenerateAtlas();
|
||||
terrainAtlasManager.GenerateUV();
|
||||
}
|
||||
|
||||
|
|
@ -35,72 +34,48 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
|
||||
public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
|
||||
BlockStruct blockStruct = new BlockStruct();
|
||||
for (int y = 0; y < BlockStruct.BlockSize; y++) {
|
||||
for (int x = 0; x < BlockStruct.BlockSize; x++) {
|
||||
var indice = y * BlockStruct.BlockSize + x;
|
||||
for (int y = 0; y < BlockSize; y++) {
|
||||
for (int x = 0; x < BlockSize; x++) {
|
||||
var indice = y * BlockSize + x;
|
||||
blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
|
||||
blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
|
||||
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
|
||||
blockStruct.GenerateIndices();
|
||||
//blockStruct.GenerateUVByIndices();
|
||||
GenerateVertexTextureCoord(blockData, blockStruct);
|
||||
blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]);
|
||||
blockStruct.indices = GenerateBasicIndices();
|
||||
}
|
||||
}
|
||||
|
||||
DoubleEdgeVertices(blockStruct);
|
||||
|
||||
return blockStruct;
|
||||
}
|
||||
|
||||
private void GenerateVertexTextureCoord(CLandBlockData blockData, BlockStruct blockStruct) {
|
||||
List<Vector3> vertices = new List<Vector3>(); // Liste pour stocker les positions des sommets dupliqués
|
||||
List<Vector4> colors = new List<Vector4>();
|
||||
List<Vector4> farcolors = new List<Vector4>();
|
||||
List<Vector2> uvs = new List<Vector2>(); // Liste pour stocker les coordonnées UV
|
||||
List<int> indices = new List<int>(); // Liste pour stocker les nouveaux indices
|
||||
private int[] GenerateBasicIndices() {
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
for (int y = 0; y < blockStruct.indices.Length; y = y + 6) {
|
||||
// Créez 4 sommets
|
||||
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y]]);
|
||||
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 1]]);
|
||||
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 2]]);
|
||||
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 5]]);
|
||||
for (int y = 0; y < BlockSize - 1; y++) {
|
||||
for (int x = 0; x < BlockSize - 1; x++) {
|
||||
// Indices des sommets du premier triangle
|
||||
indices.Add(y * BlockSize + x);
|
||||
indices.Add((y + 1) * BlockSize + x);
|
||||
indices.Add(y * BlockSize + x + 1);
|
||||
|
||||
// Créez 4 color
|
||||
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y]]);
|
||||
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 1]]);
|
||||
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 2]]);
|
||||
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 5]]);
|
||||
|
||||
// Créez 4 farcolor
|
||||
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y]]);
|
||||
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 1]]);
|
||||
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 2]]);
|
||||
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 5]]);
|
||||
|
||||
// Assignez les coordonnées UV à chaque sommet
|
||||
uvs.Add(new Vector2(0, 0)); // Coin inférieur gauche
|
||||
uvs.Add(new Vector2(1, 0)); // Coin inférieur droit
|
||||
uvs.Add(new Vector2(0, 1)); // Coin supérieur gauche
|
||||
uvs.Add(new Vector2(1, 1)); // Coin supérieur droit
|
||||
|
||||
// Créez les indices pour les deux triangles du quad
|
||||
int baseIndex = (y / 6) * 4; // Calculez l'index de base pour ce quad
|
||||
indices.Add(baseIndex);
|
||||
indices.Add(baseIndex + 1);
|
||||
indices.Add(baseIndex + 2);
|
||||
|
||||
indices.Add(baseIndex + 2);
|
||||
indices.Add(baseIndex + 1);
|
||||
indices.Add(baseIndex + 3);
|
||||
// Indices des sommets du deuxième triangle
|
||||
indices.Add(y * BlockSize + x + 1);
|
||||
indices.Add((y + 1) * BlockSize + x);
|
||||
indices.Add((y + 1) * BlockSize + x + 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Mettez à jour le BlockStruct avec les nouvelles listes de sommets, UVs, et indices
|
||||
Console.WriteLine(indices.Count);
|
||||
blockStruct.verticesStruct.position = vertices.ToArray();
|
||||
blockStruct.verticesStruct.color = colors.ToArray();
|
||||
blockStruct.verticesStruct.farcolor = farcolors.ToArray();
|
||||
blockStruct.verticesStruct.texturecoord = uvs.ToArray();
|
||||
blockStruct.indices = indices.ToArray();
|
||||
return indices.ToArray();
|
||||
}
|
||||
|
||||
private Vector4 GenerateVertexTerrainType(uint cellInfo) {
|
||||
var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
|
||||
|
||||
return new(terrain, 0f, 0f, 0f);
|
||||
}
|
||||
|
||||
private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) {
|
||||
int tmpx = (landx * BlockSize + y) * cellSize;
|
||||
int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
|
||||
|
|
@ -141,5 +116,95 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
|
||||
return Vector4.One;
|
||||
}
|
||||
|
||||
//TEST
|
||||
public void DoubleEdgeVertices(BlockStruct blockStruct) {
|
||||
List<Vector3> newPositions = new List<Vector3>();
|
||||
List<Vector4> newColors = new List<Vector4>();
|
||||
List<Vector4> newFarColors = new List<Vector4>();
|
||||
List<Vector2> newTexCoord = new List<Vector2>();
|
||||
List<Vector4> newTerrainTypes = new List<Vector4>();
|
||||
List<float> newRealTerrainType = new List<float>();
|
||||
|
||||
int originalVertexCount = blockStruct.verticesStruct.position.Length;
|
||||
int originalIndicesCount = blockStruct.indices.Length;
|
||||
|
||||
// Doubler les sommets sur le bord supérieur et inférieur
|
||||
|
||||
for(int i = 0; i < originalIndicesCount; i = i + 6) {
|
||||
|
||||
var one = blockStruct.indices[i + 0];
|
||||
var two = blockStruct.indices[i + 1];
|
||||
var three = blockStruct.indices[i + 2];
|
||||
var foor = blockStruct.indices[i + 5];
|
||||
|
||||
newPositions.Add(blockStruct.verticesStruct.position[one]);
|
||||
newColors.Add(blockStruct.verticesStruct.color[one]);
|
||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
|
||||
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||
blockStruct.verticesStruct.terraintype[two].X,
|
||||
blockStruct.verticesStruct.terraintype[three].X,
|
||||
blockStruct.verticesStruct.terraintype[foor].X));
|
||||
newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[one].X);
|
||||
|
||||
newPositions.Add(blockStruct.verticesStruct.position[two]);
|
||||
newColors.Add(blockStruct.verticesStruct.color[two]);
|
||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
|
||||
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||
blockStruct.verticesStruct.terraintype[two].X,
|
||||
blockStruct.verticesStruct.terraintype[three].X,
|
||||
blockStruct.verticesStruct.terraintype[foor].X));
|
||||
newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[two].X);
|
||||
|
||||
newPositions.Add(blockStruct.verticesStruct.position[three]);
|
||||
newColors.Add(blockStruct.verticesStruct.color[three]);
|
||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
|
||||
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||
blockStruct.verticesStruct.terraintype[two].X,
|
||||
blockStruct.verticesStruct.terraintype[three].X,
|
||||
blockStruct.verticesStruct.terraintype[foor].X));
|
||||
newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[three].X);
|
||||
|
||||
|
||||
newPositions.Add(blockStruct.verticesStruct.position[foor]);
|
||||
newColors.Add(blockStruct.verticesStruct.color[foor]);
|
||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
|
||||
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||
blockStruct.verticesStruct.terraintype[two].X,
|
||||
blockStruct.verticesStruct.terraintype[three].X,
|
||||
blockStruct.verticesStruct.terraintype[foor].X));
|
||||
newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[foor].X);
|
||||
|
||||
newTexCoord.Add(new(0, 0));
|
||||
newTexCoord.Add(new(0, 1));
|
||||
newTexCoord.Add(new(1, 0));
|
||||
newTexCoord.Add(new(1, 1));
|
||||
}
|
||||
|
||||
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
|
||||
// Vous devez également mettre à jour les indices dans blockStruct.indices
|
||||
blockStruct.verticesStruct.position = newPositions.ToArray();
|
||||
blockStruct.verticesStruct.color = newColors.ToArray();
|
||||
blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
|
||||
blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
|
||||
blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
|
||||
blockStruct.verticesStruct.realtype = newRealTerrainType.ToArray();
|
||||
|
||||
blockStruct.indices = GenerateNewsIndices(newPositions.Count);
|
||||
}
|
||||
|
||||
private int[] GenerateNewsIndices(int count) {
|
||||
List<int> indices = new List<int>();
|
||||
for(int i = 0; i < count; i = i + 4) {
|
||||
indices.Add(i);
|
||||
indices.Add(i + 1);
|
||||
indices.Add(i + 2);
|
||||
indices.Add(i + 2);
|
||||
indices.Add(i + 1);
|
||||
indices.Add(i + 3);
|
||||
}
|
||||
|
||||
return indices.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,34 +30,5 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GenerateUVByIndices() {
|
||||
// Calculer les UV en fonction de la position de chaque sommet
|
||||
for (int y = 0; y < BlockSize; y++) {
|
||||
for (int x = 0; x < BlockSize; x++) {
|
||||
// Indices des sommets du premier triangle
|
||||
//float u = ((float)x / (BlockSize - 1)) * 16;
|
||||
//float v = ((float)y / (BlockSize - 1)) * 16;
|
||||
// Définir la position de la texture dans l'atlas
|
||||
int textureIndexX = 1; // Deuxième colonne
|
||||
int textureIndexY = 0; // Première ligne
|
||||
int atlasSize = 4; // L'atlas contient 4x4 textures
|
||||
|
||||
// Calculer le décalage dans l'atlas pour la texture ciblée
|
||||
float offsetX = (float)textureIndexX / atlasSize;
|
||||
float offsetY = (float)textureIndexY / atlasSize;
|
||||
|
||||
// Calculer la taille d'une texture dans l'atlas
|
||||
float textureSize = 1.0f / atlasSize;
|
||||
|
||||
// Calculer les coordonnées UV pour la répétition
|
||||
float u = ((float)x / (BlockSize - 1)) * 16 * textureSize + offsetX;
|
||||
float v = ((float)y / (BlockSize - 1)) * 16 * textureSize + offsetY;
|
||||
|
||||
|
||||
verticesStruct.texturecoord[y * BlockSize + x] = new(u, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,18 +6,22 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
public Vector4[] color { get; set; }
|
||||
public Vector4[] farcolor { get; set; }
|
||||
public Vector2[] texturecoord { get; set; }
|
||||
public Vector4[] terraintype { get; set; }
|
||||
public float[] realtype { get; set; }
|
||||
|
||||
public VerticesStruct(int blockSize) {
|
||||
position = new Vector3[blockSize * blockSize];
|
||||
color = new Vector4[blockSize * blockSize];
|
||||
farcolor = new Vector4[blockSize * blockSize];
|
||||
texturecoord = new Vector2[blockSize * blockSize];
|
||||
terraintype = new Vector4[blockSize * blockSize];
|
||||
realtype = new float[blockSize * blockSize];
|
||||
}
|
||||
|
||||
public float[] Vertices() {
|
||||
int length = position.Length;
|
||||
float[] vertices = new float[length * 13]; // 3 pour position, 4 pour color, et 4 pour farcolor
|
||||
for (int i = 0, vi = 0; i < length; i++, vi += 13) {
|
||||
float[] vertices = new float[length * 18]; // 3 pour position, 4 pour color, et 4 pour farcolor
|
||||
for (int i = 0, vi = 0; i < length; i++, vi += 18) {
|
||||
vertices[vi] = position[i].X;
|
||||
vertices[vi + 1] = position[i].Y;
|
||||
vertices[vi + 2] = position[i].Z;
|
||||
|
|
@ -31,6 +35,11 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
vertices[vi + 10] = farcolor[i].W;
|
||||
vertices[vi + 11] = texturecoord[i].X;
|
||||
vertices[vi + 12] = texturecoord[i].Y;
|
||||
vertices[vi + 13] = terraintype[i].X;
|
||||
vertices[vi + 14] = terraintype[i].Y;
|
||||
vertices[vi + 15] = terraintype[i].Z;
|
||||
vertices[vi + 16] = terraintype[i].W;
|
||||
vertices[vi + 17] = realtype[i];
|
||||
}
|
||||
return vertices;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ namespace Map3DRendering {
|
|||
}
|
||||
}
|
||||
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
|
||||
int lenghPacket = 13;
|
||||
int lenghPacket = 18;
|
||||
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
||||
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
||||
int tempVertexArray = GL.GenVertexArray();
|
||||
|
|
@ -104,6 +104,14 @@ namespace Map3DRendering {
|
|||
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
|
||||
GL.EnableVertexAttribArray(texturecoordLocation);
|
||||
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
|
||||
|
||||
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
||||
GL.EnableVertexAttribArray(terraintypeLocation);
|
||||
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
||||
|
||||
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
|
||||
GL.EnableVertexAttribArray(realterraintypeLocation);
|
||||
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
||||
}
|
||||
public void Render(Shader shader) {
|
||||
for (int y = startY; y <= endY; y++) {
|
||||
|
|
|
|||
|
|
@ -8,12 +8,26 @@ uniform sampler2D texture0;
|
|||
in vec4 FarColor;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoord;
|
||||
in vec4 TexType;
|
||||
in float RealType;
|
||||
|
||||
void main()
|
||||
{
|
||||
float tileSize = 64.0 / 512.0;
|
||||
|
||||
vec2 uvOffsets[4];
|
||||
uvOffsets[0] = vec2(mod(TexType.x, 8.0), floor(TexType.x / 8.0)) * tileSize;
|
||||
uvOffsets[1] = vec2(mod(TexType.y, 8.0), floor(TexType.y / 8.0)) * tileSize;
|
||||
uvOffsets[2] = vec2(mod(TexType.z, 8.0), floor(TexType.z / 8.0)) * tileSize;
|
||||
uvOffsets[3] = vec2(mod(TexType.w, 8.0), floor(TexType.w / 8.0)) * tileSize;
|
||||
|
||||
vec4 blendedColor = vec4(0.0);
|
||||
for (int i = 0; i < 4; i++) {
|
||||
vec2 uv = TexCoord * tileSize + uvOffsets[i];
|
||||
blendedColor += texture(texture0, uv) * 0.25;
|
||||
}
|
||||
|
||||
float distance = length(viewPos - FragPos);
|
||||
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
||||
|
||||
vec4 textureColor = texture(texture0, TexCoord);
|
||||
outputColor = mix(textureColor, FarColor, interpolationFactor);
|
||||
outputColor = mix(blendedColor, FarColor, interpolationFactor);
|
||||
}
|
||||
|
|
@ -3,6 +3,8 @@ layout (location = 0) in vec3 aPos;
|
|||
layout (location = 1) in vec4 aColor;
|
||||
layout (location = 2) in vec4 aColorFar;
|
||||
layout (location = 3) in vec2 aTexCoord;
|
||||
layout (location = 4) in vec4 aTexType;
|
||||
layout (location = 5) in float aRealTexType;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
|
|
@ -12,6 +14,8 @@ out vec3 FragPos;
|
|||
out vec4 Color;
|
||||
out vec4 FarColor;
|
||||
out vec2 TexCoord;
|
||||
out vec4 TexType;
|
||||
out float RealType;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -20,4 +24,6 @@ void main()
|
|||
Color = aColor;
|
||||
FarColor = aColorFar;
|
||||
TexCoord = aTexCoord;
|
||||
TexType = aTexType;
|
||||
RealType = aRealTexType;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue