Update the projective texture shader to solve the texture interpolation artifact.

This commit is contained in:
YunfeiBai
2018-04-09 17:15:42 -07:00
parent 6b97e1e604
commit b032a1fd60
5 changed files with 9 additions and 18 deletions

View File

@@ -6,12 +6,9 @@ static const char* projectiveTextureInstancingFragmentShader= \
"{\n"
" vec4 color;\n"
"} fragment;\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"uniform sampler2D Diffuse;\n"
"uniform mat4 ViewMatrixInverse;\n"
"uniform mat4 TextureMVP;\n"
"in vec3 lightPos,cameraPosition, normal,ambient;\n"
"in vec4 vertexPos;\n"
"in float materialShininess;\n"
@@ -20,7 +17,9 @@ static const char* projectiveTextureInstancingFragmentShader= \
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
" vec4 projcoords = TextureMVP * vertexPos;\n"
" vec2 texturecoords = projcoords.xy/max(projcoords.z,0.1);\n"
" vec4 texel = fragment.color*texture(Diffuse,texturecoords);\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" if (fragment.color.w==0)\n"