map3drendering/Map3DRendering/Shaders/shader.frag
Troispoils 664eb5872a Success to blend 4 texture
Need improuve for angle.
2024-02-27 20:57:37 +01:00

33 lines
No EOL
945 B
GLSL

#version 330
out vec4 outputColor;
uniform vec3 viewPos;
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);
outputColor = mix(blendedColor, FarColor, interpolationFactor);
}