parent
d313a3ceb3
commit
bc2e805d01
@ -1,4 +1,4 @@
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#version 130
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#version 140
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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@ -14,13 +14,13 @@ out vec4 outColor;
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex == 3)
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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texColor = texture(texture3, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 2)
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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texColor = texture(texture2, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 1)
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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texColor = texture(texture1, fragmentTextureCoordinate);
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else
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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texColor = texture(texture0, fragmentTextureCoordinate);
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if (texColor.a <= 0.0)
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discard;
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@ -1,4 +1,4 @@
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#version 130
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#version 140
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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@ -1,4 +1,4 @@
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#version 130
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#version 140
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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@ -27,7 +27,7 @@ vec4 cubic(float v) {
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return vec4(x, y, z, w);
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}
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vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
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vec4 bicubicSample(sampler2D tex, vec2 texcoord, vec2 texscale) {
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texcoord = texcoord - vec2(0.5, 0.5);
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float fx = fract(texcoord.x);
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@ -42,10 +42,10 @@ vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
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vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
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vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
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vec4 sample0 = texture2D(texture, vec2(offset.x, offset.z) * texscale);
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vec4 sample1 = texture2D(texture, vec2(offset.y, offset.z) * texscale);
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vec4 sample2 = texture2D(texture, vec2(offset.x, offset.w) * texscale);
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vec4 sample3 = texture2D(texture, vec2(offset.y, offset.w) * texscale);
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vec4 sample0 = texture(tex, vec2(offset.x, offset.z) * texscale);
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vec4 sample1 = texture(tex, vec2(offset.y, offset.z) * texscale);
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vec4 sample2 = texture(tex, vec2(offset.x, offset.w) * texscale);
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vec4 sample3 = texture(tex, vec2(offset.y, offset.w) * texscale);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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@ -67,13 +67,13 @@ vec3 sampleLight(vec2 coord, vec2 scale) {
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex == 3)
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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texColor = texture(texture3, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 2)
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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texColor = texture(texture2, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 1)
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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texColor = texture(texture1, fragmentTextureCoordinate);
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else
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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texColor = texture(texture0, fragmentTextureCoordinate);
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if (texColor.a <= 0.0)
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discard;
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@ -1,4 +1,4 @@
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#version 130
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#version 140
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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@ -8,7 +8,7 @@ namespace Star {
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size_t const MultiTextureCount = 4;
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char const* DefaultVertexShader = R"SHADER(
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#version 130
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#version 140
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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@ -49,7 +49,7 @@ void main() {
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)SHADER";
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char const* DefaultFragmentShader = R"SHADER(
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#version 130
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#version 140
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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@ -65,13 +65,13 @@ out vec4 outColor;
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex == 3)
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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texColor = texture(texture3, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 2)
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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texColor = texture(texture2, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 1)
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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texColor = texture(texture1, fragmentTextureCoordinate);
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else
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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texColor = texture(texture0, fragmentTextureCoordinate);
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if (texColor.a <= 0.0)
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discard;
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Block a user