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Delete jme3-core/src/main/resources/Common/ShaderLib/module/TriPlanarUtils.glsllib

Ryan McDonough 7 mesiacov pred
rodič
commit
1d53aca633

+ 0 - 34
jme3-core/src/main/resources/Common/ShaderLib/module/TriPlanarUtils.glsllib

@@ -1,34 +0,0 @@
-#ifndef __TRIPLANAR_UTILS_MODULE__
-    #define __TRIPLANAR_UTILS_MODULE__
-    
-    vec3 triBlending;
-    
-    void TriPlanarUtils_calculateBlending(vec3 geometryNormal){
-        triBlending = abs( geometryNormal );
-        triBlending = (triBlending -0.2) * 0.7;
-        triBlending = normalize(max(triBlending, 0.00001));      // Force weights to sum to 1.0 (very important!)
-        float b = (triBlending.x + triBlending.y + triBlending.z);
-        triBlending /= vec3(b, b, b);
-    }    
-
-    vec4 getTriPlanarBlend(in vec4 coords, in sampler2D map, in float scale) {
-        vec4 col1 = texture2D( map, coords.yz * scale);
-        vec4 col2 = texture2D( map, coords.xz * scale);
-        vec4 col3 = texture2D( map, coords.xy * scale); 
-        // blend the results of the 3 planar projections.
-        vec4 tex = col1 * triBlending.x + col2 * triBlending.y + col3 * triBlending.z;
-
-        return tex;
-    }
-
-    vec4 getTriPlanarBlendFromTexArray(in vec4 coords, in int idInTexArray, in float scale, in sampler2DArray texArray) {
-        vec4 col1 = texture2DArray( texArray, vec3((coords.yz * scale), idInTexArray ) );
-        vec4 col2 = texture2DArray( texArray, vec3((coords.xz * scale), idInTexArray ) );
-        vec4 col3 = texture2DArray( texArray, vec3((coords.xy * scale), idInTexArray ) );
-        // blend the results of the 3 planar projections.
-        vec4 tex = col1 * triBlending.x + col2 * triBlending.y + col3 * triBlending.z;
-
-        return tex;
-    }
-
-#endif