Combinerfunction to GLSL

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1 comment, last by LangFox 17 years, 11 months ago
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,
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already got it. It's a+b-0.5
Yes. With ps you could do any pixel operation as you wish. The basic formulas are just like the alpha blend.
http://358574108.qzone.qq.com

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