diff options
author | Brad Kittenbrink <brad@lindenlab.com> | 2009-02-18 21:10:16 +0000 |
---|---|---|
committer | Brad Kittenbrink <brad@lindenlab.com> | 2009-02-18 21:10:16 +0000 |
commit | abdc99f21b542c4fea67030ddbd7166c9d1c6c63 (patch) | |
tree | 3e984e405adfdec189ca8a047daca5250737ffbf /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | |
parent | 34412f0530cf6a411b4de906a8e9da59cbcb3a85 (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.glsl | 36 |
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; +} + |