Sign in to follow this  
dnaxx

Combinerfunction to GLSL

Recommended Posts

Hello! I have 2 textures: a color map and a detail texture. Without GLSL I use a combiner function to combine these textures:
glActiveTextureARB(GL_TEXTURE0_ARB); 
// Bind color map
glActiveTextureARB(GL_TEXTURE1_ARB); 
//Bind detail texture
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); 
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD_SIGNED_EXT); 

Now I must do this combiner operation in a GLSL shader. Therefore I tried two things 1.) Multiply the color myp with the detail texture 2.) Add the detail texture to the color map. Both ways *work* but 1.) outputs a dark result and 2.) a to bright result. Can someone please give me hint how to fix this and/or how "GL_ADD_SIGNED_EXT" exactly works (formula)? Thank you,

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this