Change tree texture format from a 8x4 block to 32x1 to avoid UV bleeding problems.
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@ -11,10 +11,9 @@ void main() {
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// Texture coordinates
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0].y = gl_TexCoord[0].y + 0.5 * season;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0);
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texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0);
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gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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// Position and scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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@ -75,19 +75,18 @@ void main()
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// this code is copied from tree.vert
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0);
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texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0);
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// Determine the rotation for the tree. The Fog Coordinate provides rotation information
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// to rotate one of the quands by 90 degrees. We then apply an additional position seed
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// so that trees aren't all oriented N/S
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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// Determine the y texture coordinate based on whether it's summer, winter, snowy.
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gl_TexCoord[0].y = gl_TexCoord[0].y + 0.25 * int(gl_Color.z > snow_level) + 0.5 * season;
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// Shift texture to account for snow level and seasons
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gl_TexCoord[0] = vec4(texFract + 0.25 * int(gl_Color.z > snow_level) + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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@ -17,16 +17,15 @@ uniform int season;
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void main(void)
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{
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0);
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texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0);
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// Determine the rotation for the tree. The Fog Coordinate provides rotation information
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// to rotate one of the quands by 90 degrees. We then apply an additional position seed
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// so that trees aren't all oriented N/S
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0].y = gl_TexCoord[0].y + 0.5 * season;
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gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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Before Width: | Height: | Size: 102 KiB After Width: | Height: | Size: 50 KiB |
Before Width: | Height: | Size: 27 KiB After Width: | Height: | Size: 29 KiB |
Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 65 KiB |
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 32 KiB |
Before Width: | Height: | Size: 100 KiB After Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 75 KiB |
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 26 KiB |