HAHA! me likey! great! done!
but… just one more thing … I have another texture, representing the clouds, a black and white one. In FFP I would use GL_LUMINANCE, how can I achieve the same effect in glsl?
sorry for so many questions, but this is really not my area, and I’m just trying to learn …
ok, so I would do something like:
mix(texture2D(nightTexture, gl_TexCoord.st).rgba, texture2D(mainTexture, gl_TexCoord.st).rgba * texture2D(cloudsTexture, gl_TexCoord.st).rgba * color, NdotL);
however, this results in the oposite: the white part (the clouds) is totally blended and the black part appears over the main texture:
The clouds should be added with the day texture, not multiplied.
This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.