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( function () {
/**
* Blend two textures
*/
const BlendShader = {
uniforms: {
'tDiffuse1': {
value: null
},
'tDiffuse2': {
value: null
},
'mixRatio': {
value: 0.5
},
'opacity': {
value: 1.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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 = mix( texel1, texel2, mixRatio );
gl_FragColor.a *= opacity;
}`
};
THREE.BlendShader = BlendShader;
} )();