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authorBrad Kittenbrink <brad@lindenlab.com>2009-02-18 21:10:16 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2009-02-18 21:10:16 +0000
commitabdc99f21b542c4fea67030ddbd7166c9d1c6c63 (patch)
tree3e984e405adfdec189ca8a047daca5250737ffbf /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
parent34412f0530cf6a411b4de906a8e9da59cbcb3a85 (diff)
Merge of QAR-1267 to trunk. This was a combo merge of QAR-1175 (maint-render-9) and QAR-1236 (dll-msvcrt-2)
svn merge -r 109838:112264 svn+ssh://svn.lindenlab.com/svn/linden/branches/maint-render/maint-render-9-merge-r109833
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl36
1 files changed, 36 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
new file mode 100644
index 0000000000..211b2e0397
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file terrainF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+varying vec3 vary_normal;
+varying vec4 vary_position;
+
+void main()
+{
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
+ vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
+ vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
+ vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+
+ float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
+ float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
+ float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ gl_FragData[0] = vec4(outColor.rgb, 1.0);
+ gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
+ gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
+ gl_FragData[3] = vary_position;
+}
+