GLSL多纹理混合纹理

艾丹·哈登·赖特(Aidan Haddon-Wright)

我正在尝试在OpenGL中实现多重纹理。所使用的纹理基于给定顶点的表面法线-垂直度越高,可见的第二个纹理越多。

到目前为止,就是我所拥有的。

我现在想将边缘融合在一起,而不是拥有硬边缘。是否可以通过这种方式混合纹理?如果是这样,我该怎么做?

这是我的片段着色器代码:

#version 150

in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCamera;
in vec3 playerPosition;
in vec4 vertexPosition;

in float blendPosition;
in float visibility;

out vec4 out_Color;

uniform sampler2D texture0;
uniform sampler2D texture1;

uniform vec3 skyColour;
uniform vec3 light_colour;
uniform float shineDamper;
uniform float reflectivity;

void main(void){
  vec3 unitNormal = normalize(surfaceNormal);
  vec3 unitLightVector = normalize(toLightVector);

  float nDot1 = dot(unitNormal,unitLightVector);
  float brightness = max(nDot1,0.2);
  vec3 diffuse = brightness * light_colour;

  vec3 unitToCamera = normalize(toCamera);
  vec3 lightDirection = -unitLightVector;
  vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);

  float specular = dot(reflectedLightDirection, unitToCamera);
  specular = max(specular,0.0);
  float damped = pow(specular,shineDamper);
  vec3 finalSpecular = damped * reflectivity * light_colour;

  out_Color = (vec4(diffuse,1.0) * texture(texture0,pass_textureCoords)) + vec4(-20,-20,0.0,0.0);
  out_Color = (vec4(diffuse,1.0) * texture(texture0,pass_textureCoords));
  out_Color = mix(vec4(skyColour,1.0),out_Color,visibility);

  if(vertexPosition.y < -6.1 || surfaceNormal.y < 0.6){
    out_Color = (vec4(diffuse,1.0) * texture(texture1,pass_textureCoords)) + vec4(-20,-20,0.0,0.0);
    out_Color = (vec4(diffuse,1.0) * texture(texture1,pass_textureCoords));
    out_Color = mix(vec4(diffuse,1.0) * texture(texture0,pass_textureCoords),out_Color,1);
    out_Color = mix(vec4(skyColour,1.0),out_Color,visibility);
  }
  if(playerPosition.y < -6.1){
    out_Color = mix(vec4(0.0,0.3,0.5,1.0),out_Color,0.1);
  }
}

编辑:

这是任何有兴趣的人都可以使用的新片段着色器代码

更新了片段着色器代码:

#version 150

in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCamera;
in vec3 playerPosition;
in vec4 vertexPosition;

in float blendPosition;
in float visibility;

out vec4 out_Color;

uniform sampler2D texture0;
uniform sampler2D texture1;

uniform vec3 skyColour;
uniform vec3 light_colour;
uniform float shineDamper;
uniform float reflectivity;

void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);

float nDot1 = dot(unitNormal,unitLightVector);
float brightness = max(nDot1,0.2);
vec3 diffuse = brightness * light_colour;

vec3 unitToCamera = normalize(toCamera);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);

float specular = dot(reflectedLightDirection, unitToCamera);
specular = max(specular,0.0);
float damped = pow(specular,shineDamper);
vec3 finalSpecular = damped * reflectivity * light_colour;

out_Color.a = 1;

vec4 fog = vec4(skyColour,1.0);
vec4 diffusion = vec4(diffuse,1.0);

float a = clamp((unitNormal.y - .6)*5 + .5, 0, 0.7);
vec3 texture0_colour = (mix(fog,diffusion * texture(texture0,pass_textureCoords),visibility)).rgb;
vec3 texture1_colour = (mix(fog,diffusion * texture(texture1,pass_textureCoords),visibility)).rgb;

out_Colour.rgb = mix(texture1_colour,texture0_colour,a);

}
雅科夫·加尔卡(Yakov Galka)

要基于一个值混合两个纹理,a您可以执行以下操作:

float a = ...;
vec3 color0 = texture(texture0, pass_textureCoords).rgb;
vec3 color1 = texture(texture1, pass_textureCoords).rgb;
out_Color.rgb = mix(color0, color1, a);

假设您unitNormal = (0,1,0)的代码显示为向上方向,则

float a = clamp(unitNormal.y, 0, 1);

将导致两个纹理之间的平滑过渡。但是,您可能需要更尖锐的过渡,在这种情况下,您需要移动和缩放unitNormal.y值以调整过渡的开始和结束位置:

float a = clamp((unitNormal.y - .6)*5 + .5, 0, 1);

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