33 lines
No EOL
945 B
GLSL
33 lines
No EOL
945 B
GLSL
#version 330
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out vec4 outputColor;
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uniform vec3 viewPos;
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uniform sampler2D texture0;
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in vec4 FarColor;
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in vec3 FragPos;
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in vec2 TexCoord;
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in vec4 TexType;
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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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vec2 uvOffsets[4];
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uvOffsets[0] = vec2(mod(TexType.x, 8.0), floor(TexType.x / 8.0)) * tileSize;
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uvOffsets[1] = vec2(mod(TexType.y, 8.0), floor(TexType.y / 8.0)) * tileSize;
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uvOffsets[2] = vec2(mod(TexType.z, 8.0), floor(TexType.z / 8.0)) * tileSize;
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uvOffsets[3] = vec2(mod(TexType.w, 8.0), floor(TexType.w / 8.0)) * tileSize;
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vec4 blendedColor = vec4(0.0);
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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 += texture(texture0, uv) * 0.25;
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}
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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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outputColor = mix(blendedColor, FarColor, interpolationFactor);
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} |