diff --git a/Map3DRendering/Shaders/shader.frag b/Map3DRendering/Shaders/shader.frag index a14c099..f34e6ec 100644 --- a/Map3DRendering/Shaders/shader.frag +++ b/Map3DRendering/Shaders/shader.frag @@ -15,19 +15,34 @@ 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; + float baseWeight = 0.2; + float dominantWeight = 0.4; - vec4 blendedColor = vec4(0.0); + vec4 weights = vec4(baseWeight); + vec2 uvOffsets[4]; + for (int i = 0; i < 4; i++) { + float type = TexType[i]; + uvOffsets[i] = vec2(mod(type, 8.0), floor(type / 8.0)) * tileSize; + if (type == RealType) { + weights[i] = dominantWeight; + } + } + + vec4 blendedColor[4]; for (int i = 0; i < 4; i++) { vec2 uv = TexCoord * tileSize + uvOffsets[i]; - blendedColor += texture(texture0, uv) * 0.25; + blendedColor[i] = texture(texture0, uv); } + float weightX = TexCoord.x; + float weightY = TexCoord.y; + + vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX); + vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX); + vec4 finalColor = mix(mix1, mix2, weightY); + + float distance = length(viewPos - FragPos); float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0); - outputColor = mix(blendedColor, FarColor, interpolationFactor); + outputColor = mix(finalColor, FarColor, interpolationFactor); } \ No newline at end of file