📄 splatatlas.asm
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!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
TEMP repeatcoord, coordset, blendcolor, currentcolor, coverage;
# Fetch coverage.
TEX coverage, fragment.texcoord[0], texture[0], 2D;
#grass
#MUL coordset, 0.25, fragment.texcoord[1];#uppper left
#MUL repeatcoord, 0.05, coordset;
#FRC repeatcoord, 20;
MUL coordset, 1024, fragment.texcoord[1];#uppper left
MUL coordset, coordset, 0.05;
FRC coordset, coordset;
MUL coordset, coordset, 0.0009765625;
TEX blendcolor, repeatcoord, texture[1], 2D;
#MUL currentcolor, coverage.zzzz, blendcolor;
MOV result.color, blendcolor;
#sand
#ADD coordset, coordset, {0.0, 0.25, 0.0, 0.0};# goes down
#MUL repeatcoord, 1, coordset;
#TEX blendcolor, repeatcoord, texture[1], 2D;
#MAD currentcolor, coverage.yyyy, blendcolor, currentcolor;
#snow
#ADD coordset, coordset, {0.0, 0.25, 0.0, 0.0};# goes down
#MUL repeatcoord, 0.05, coordset;
#TEX blendcolor, repeatcoord, texture[1], 2D;
#MAD currentcolor, coverage.xxxx, blendcolor, currentcolor;
#rock
#ADD coordset, coordset, {0.0, 0.25, 0.0, 0.0};# goes down
#MUL repeatcoord, 0.05, coordset;
#TEX blendcolor, repeatcoord, texture[1], 2D;
#MAD currentcolor, coverage.wwww, blendcolor, currentcolor;
#MUL result.color, currentcolor, fragment.color;
END
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