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/** | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* Blend two textures | |
*/ | |
THREE.BlendShader = { | |
uniforms: { | |
"tDiffuse1": { value: null }, | |
"tDiffuse2": { value: null }, | |
"mixRatio": { value: 0.5 }, | |
"opacity": { value: 1.0 } | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = uv;", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"uniform float opacity;", | |
"uniform float mixRatio;", | |
"uniform sampler2D tDiffuse1;", | |
"uniform sampler2D tDiffuse2;", | |
"varying vec2 vUv;", | |
"void main() {", | |
"vec4 texel1 = texture2D( tDiffuse1, vUv );", | |
"vec4 texel2 = texture2D( tDiffuse2, vUv );", | |
"gl_FragColor = opacity * mix( texel1, texel2, mixRatio );", | |
"}" | |
].join( "\n" ) | |
}; | |