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//0 -> no texture
//1 -> use texDiffuse0
//n -> add texDiffuse0 + texDiffuse1 + ... texDiffuse(n-1)
uniform int textureCount;

uniform sampler2D texDiffuse0;
uniform sampler2D texDiffuse1;
uniform sampler2D texDiffuse2;

uniform int  textureOperation0;
uniform int  textureOperation1;
uniform int  textureOperation2;

const int MODULATE   = 0;
const int ADD        = 1;
const int SUBSTRACT  = 2;
const int DIVIDE     = 3;
const int SMOOTH_ADD = 4;
const int SIGNED_ADD = 5;
const int COMBINE    = 6;
const int DECAL      = 7;
const int BLEND      = 8;
const int REPLACE    = 9;

void applyTexture(in sampler2D texUnit, in int type, in int index, in vec2 uv, inout vec4 color){

    // Read from the texture
	switch(type) {
		case REPLACE    : color  = texture(texUnit,uv);         break;
		case MODULATE   : color *= texture(texUnit,uv);         break;
		case SIGNED_ADD : color += (texture(texUnit,uv) - 0.5); break;
		case DIVIDE     : color /= texture(texUnit,uv);		    break;
		case SUBSTRACT  : color -= texture(texUnit,uv); 	    break;
		case DECAL      : {
			vec4 temp = texture(texUnit,uv);
			color = vec4(mix(color.rgb, temp.rgb, temp.a), color.a);
		case BLEND      : {
			vec4 tex = texture(texUnit,uv);
			color = vec4(mix(color.rgb, gl_TextureEnvColor[index].rgb, tex.rgb), color.a * tex.a);
		case ADD        : {
			vec4 tex = texture(texUnit,uv);
			color.rgb += tex.rgb;
			color.a   *= tex.a;
			color = clamp(color, 0.0, 1.0);
    	case SMOOTH_ADD : {
			vec4 tex = texture(texUnit,uv);
			color = (color + tex) - (color * tex);
		default         : color = clamp(texture(texUnit,uv) * color, 0.0, 1.0); break;

Commits for Divide-Framework/trunk/assets/shaders/GLSL/fragmentAtoms/texturing.frag

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

163 Diff Diff k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:24:26 +0000

[Ionut] [[BR]]
- Fixed a rendering bug with the previous terrain rendering system (number of strips was not calculated correctly. had to add the primitive restart indices to the list as well) [[BR]]
- Fixed a rendering bug with the previous double sided Quad3D patch (water planes should not be double sided. The first parameter of the bool mask of the resource descriptor for water planes now controls whether the Quad will be single or double sided) [[BR]]
- NavMesh debug draw now uses a caching system for rendering instead of re-submitting the same geometry every frame [[BR]]
— Fixed a bug that prevented GLIM primitives to be cached if they had “canZombify” set to false [[BR]]
- Navigation meshes are now saved and loaded from file on creation. Delete the “nm” file from the navMeshes subfolder to recreate a navigation mesh for a scene. [[BR]]
- LightManager is now a FrameListener. ShadowMap generation is called with the “FramePreRenderEnd” event [[BR]]
- Terrain NavMesh uses the lowest LoD possible for now to improve creation times until all bugs are resolved [[BR]]
- Geometry importer now uses the “replace” operation for the base texture of objects [[BR]]
- glUniformBufferObjects are now a little less dependent on the GLM library [[BR]]
- Primitive restart is now toggled on or off at each VAO draw call [[BR]]
- Some GFXDevice inlining [[BR]]

154 Diff Diff k1ngp1n picture k1ngp1n Sun 23 Jun, 2013 23:39:07 +0000

[Ionut] [[BR]]
- Changed math computation for: Matrix multiplication, Normal and Tangent calculation, Quaternion to Matrix conversion and more [[BR]]
- Removed useless UBO classes and extended the functionality of the base UBO class [[BR]]
- Changed lighting shaders to be more streamlined [[BR]]
- Added full shader based fog [[BR]]
— Added per-scene optional fog settings [[BR]]
- Re-enabled sorting by shader program for Mesh Delegate Bin (was set to Front to Back for debugging purposes and forgotten there) [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

111 Diff Diff k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]

105 Diff Diff k1ngp1n picture k1ngp1n Fri 16 Mar, 2012 17:58:32 +0000

[Ionut] [[BR]]
-Improved material loading using ASSIMP a bit [[BR]]

101 k1ngp1n picture k1ngp1n Wed 07 Mar, 2012 13:56:56 +0000

[Ionut] [[BR]]
-Added GLSL effect-like file support using GLSW [] [[BR]]
-Added GLSL “#include” support. Now shader functions can be define in separate frag/vert files as atoms and included in the glsl effect file [[BR]]
-Added more DoxyGen-comments[[BR]]