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#ifndef MATERIAL_COMMON_INCLUDED
#define MATERIAL_COMMON_INCLUDED
#include "materialDetail.glsl"
float
map(uint mapmode, float value)
{
switch (mapmode) {
case 0u: // Repeat
return fract(value);
case 1u: // Clamp to edge
return clamp(0.0, 1.0, value);
case 2u: // Mirror
discard;
case 3u: // Decal
if (value != clamp(0.0, 1.0, value)) {
discard;
}
}
return 0.0;
}
vec2
map(uvec2 mapmode, vec2 value)
{
return vec2(map(mapmode.x, value.x), map(mapmode.y, value.y));
}
vec4
getTextureColour(MaterialDetail mat, vec2 uv)
{
if (mat.textureSize.x > 0) {
const vec2 tSize = textureSize(textureAlbedo, 0);
uv = (mat.textureOrigin + mat.textureSize * map(mat.mapmode, uv)) / tSize;
}
return texture(textureAlbedo, uv);
}
#endif
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