I have three textures which should display on an opengl control in a way that those three should equally be in it. Means texture1 should be in 0 to 0.33 of glcontrol. And texture2 should be in 0.33 to 0.66 And texture3 in remain place. I have done like below. But right portion of middle image get a blurred area. Please help to correct
private void CreateShaders()
{
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, @"attribute vec3 a_position;
varying vec2 vTexCoordIn;
void main() {
vTexCoordIn=( a_position.xy+1)/2 ;
gl_Position = vec4(a_position,1);
}");
GL.CompileShader(vertShader);
/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, @"
uniform sampler2D sTexture1;
uniform sampler2D sTexture2;
uniform sampler2D sTexture3;
varying vec2 vTexCoordIn;
void main ()
{
vec2 vTexCoord=vec2(vTexCoordIn.x,vTexCoordIn.y);
if ( vTexCoord.x<0.3 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x*2.0, vTexCoord.y));
else if ( vTexCoord.x>=0.3 && vTexCoord.x<=0.6 )
gl_FragColor = texture2D (sTexture2, vec2(vTexCoord.x*2.0, vTexCoord.y));
else
gl_FragColor = texture2D (sTexture3, vec2(vTexCoord.x*2.0, vTexCoord.y));
}");
GL.CompileShader(fragShader);
}
Means texture1 should be in 0 to 0.33 of glcontrol. And texture2 should be in 0.33 to 0.66 And texture3 in remain place.
If the texture coordinates are in range [0, 0.33] then sTexture1
has to be drawn and the texture coordinates have to be mapped from [0, 0.33] to [0, 1]:
if ( vTexCoord.x < 1.0/3.0 )
gl_FragColor = texture2D(sTexture1, vec2(vTexCoord.x * 3.0, vTexCoord.y));
If the texture coordinates are in range [0.33, 0.66] then sTexture2
has to be drawn and the texture coordinates have to be mapped from [0.33, 0.66] to [0, 1]:
else if ( vTexCoord.x >= 1.0/3.0 && vTexCoord.x < 2.0/3.0 )
gl_FragColor = texture2D(sTexture2, vec2(vTexCoord.x * 3.0 - 1.0, vTexCoord.y));
f the texture coordinates are in range [0.66, 1] then sTexture3
has to be drawn and the texture coordinates have to be mapped from [0.66, 1] to [0, 1]:
else if ( vTexCoord.x >= 2.0/3.0 )
gl_FragColor = texture2D(sTexture2, vec2(vTexCoord.x * 3.0 - 2.0, vTexCoord.y));