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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-21 13:12:05 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-21 13:12:05 +0300
commita4b1c0330a6a8e43bf4c41c5b0c836bd1dee2268 (patch)
tree6d68d3e3f665d60fa946bd24a4b324b5e63339fb /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
parenta8df6762ff88458916397b9707f6954b2714e14d (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-482
# Conflicts: # indra/newview/app_settings/shaders/class1/objects/previewV.glsl # indra/newview/lldynamictexture.cpp # indra/newview/llfloatermodelpreview.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl43
1 files changed, 22 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 52a429465f..6b6eed9db8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -1,5 +1,5 @@
/**
- * @file terrainF.glsl
+ * @file class1\deferred\terrainF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -35,33 +37,32 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
+VARYING vec3 pos;
VARYING vec3 vary_normal;
VARYING vec4 vary_texcoord0;
VARYING vec4 vary_texcoord1;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
- vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
- vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
- vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
- float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
- float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- frag_data[0] = vec4(outColor.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ outColor.a = 0.0; // yes, downstream atmospherics
+
+ frag_data[0] = outColor;
+ frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}