Blending is now much sharper and cleaner..
This commit is contained in:
parent
5d36bb5156
commit
ae304ddc5c
@ -42,12 +42,12 @@ void main()
|
|||||||
fogDist = gl_Position.z;
|
fogDist = gl_Position.z;
|
||||||
|
|
||||||
//COLOR-BLENDING
|
//COLOR-BLENDING
|
||||||
vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0];
|
vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0];
|
||||||
vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1];
|
vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1];
|
||||||
vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2];
|
vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2];
|
||||||
teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z));
|
teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z)));
|
||||||
|
|
||||||
//mix gravel based on incline (sin (normal,up))
|
//mix gravel based on incline (sin (normal,up))
|
||||||
gmix = length(cross(tessNormal, vec3(0,1,0)));
|
gmix = length(cross(tessNormal, vec3(0,1,0)));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user