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WS30: Revert to green channel for texture atlas

This commit is contained in:
Stuart Buchanan 2021-12-18 21:55:17 +00:00
parent 37a1804ad6
commit 6a917a68b3
3 changed files with 3 additions and 3 deletions

View file

@ -370,7 +370,7 @@ int read_landclass_id(in vec2 tile_coord)
vec2 dy = dFdy(tile_coord.st);
int lc;
if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).r * 255.0 + 0.5));
if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5));
else lc = (get_random_landclass(tile_coord.st, tile_size));
return lc;
}

View file

@ -58,7 +58,7 @@ void main()
} else {
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5);
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
uint tex1 = uint(fg_textureLookup1[lc].r * 255.0 + 0.5);
// Color Mode is always AMBIENT_AND_DIFFUSE, which means

View file

@ -57,7 +57,7 @@ void main()
} else {
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5);
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
// Color Mode is always AMBIENT_AND_DIFFUSE, which means
// using a base colour of white for ambient/diffuse,