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Texture reading offsets for agriculture effect

This commit is contained in:
Thorsten Renk 2014-05-09 09:41:41 +03:00
parent dd72bbb5fa
commit bba99d5313
2 changed files with 41 additions and 26 deletions

View file

@ -70,11 +70,13 @@
</render-bin>
<material-id>0</material-id>
<grain_strength>0.5</grain_strength>
<overlay_fraction>0.5</overlay_fraction>
<overlay_scale>1000.0</overlay_scale>
<rotation_flag>0</rotation_flag>
<rotation_scale>2000.0</rotation_scale>
<distortion_factor>0.3</distortion_factor>
<overlay_fraction>0.5</overlay_fraction>
<overlay_scale>1000.0</overlay_scale>
<rotation_flag>0</rotation_flag>
<rotation_scale>2000.0</rotation_scale>
<distortion_factor>0.3</distortion_factor>
<uv_xoffset>0.0</uv_xoffset>
<uv_yoffset>0.0</uv_yoffset>
<intrinsic_wetness>0.0</intrinsic_wetness>
<dust_resistance>1.0</dust_resistance>
<visibility><use>/environment/ground-visibility-m</use></visibility>
@ -250,27 +252,37 @@
<type>float</type>
<value><use>intrinsic_wetness</use></value>
</uniform>
<uniform>
<name>overlay_fraction</name>
<type>float</type>
<value><use>overlay_fraction</use></value>
</uniform>
<uniform>
<name>overlay_scale</name>
<type>float</type>
<value><use>overlay_scale</use></value>
</uniform>
<uniform>
<name>rotation_scale</name>
<type>float</type>
<value><use>rotation_scale</use></value>
</uniform>
<uniform>
<name>distortion_factor</name>
<type>float</type>
<value><use>distortion_factor</use></value>
</uniform>
<uniform>
<uniform>
<name>overlay_fraction</name>
<type>float</type>
<value><use>overlay_fraction</use></value>
</uniform>
<uniform>
<name>overlay_scale</name>
<type>float</type>
<value><use>overlay_scale</use></value>
</uniform>
<uniform>
<name>rotation_scale</name>
<type>float</type>
<value><use>rotation_scale</use></value>
</uniform>
<uniform>
<name>distortion_factor</name>
<type>float</type>
<value><use>distortion_factor</use></value>
</uniform>
<uniform>
<name>uv_xoffset</name>
<type>float</type>
<value><use>uv_xoffset</use></value>
</uniform>
<uniform>
<name>uv_yoffset</name>
<type>float</type>
<value><use>uv_yoffset</use></value>
</uniform>
<uniform>
<name>dust_resistance</name>
<type>float</type>
<value><use>dust_resistance</use></value>

View file

@ -44,6 +44,8 @@ uniform float overlay_fraction;
uniform float overlay_scale;
uniform float rotation_scale;
uniform float distortion_factor;
uniform float uv_xoffset;
uniform float uv_yoffset;
uniform float dust_resistance;
uniform float WindE;
@ -266,6 +268,7 @@ float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),
}
else
{stprime = gl_TexCoord[0].st;}
stprime+= vec2 (uv_xoffset, uv_yoffset);
texel = texture2D(texture, stprime);
float local_autumn_factor = texel.a;
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);