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发表于 2010-11-22 12:23:00
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Re: 求解,OGRE怎么实现地形环境纹理
void main
(
float2 iTexCoord0 : TEXCOORD0,
out float4 oColor : COLOR,
uniform sampler2D covMap1,
uniform sampler2D covMap2,
uniform sampler2D splat1,
uniform sampler2D splat2,
uniform sampler2D splat3,
uniform sampler2D splat4,
uniform sampler2D splat5,
uniform sampler2D splat6,
uniform float splatScaleX,
uniform float splatScaleZ,
uniform float4 ambientLight
)
{
float3 cov1 = tex2D(covMap1, iTexCoord0).rgb;
float3 cov2 = tex2D(covMap2, iTexCoord0).rgb;
iTexCoord0.x *= splatScaleX;
iTexCoord0.y *= splatScaleZ;
oColor = tex2D(splat1, iTexCoord0) * cov1.x
+ tex2D(splat2, iTexCoord0) * cov1.y
+ tex2D(splat3, iTexCoord0) * cov1.z
+ tex2D(splat4, iTexCoord0) * cov2.x
+ tex2D(splat5, iTexCoord0) * cov2.y
+ tex2D(splat6, iTexCoord0) * cov2.z;
oColor = oColor * ambientLight;
}
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