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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2023-05-22 10:42:18 -0700
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2023-05-22 10:42:18 -0700
commitb273edd1253e088ea864d399342a0cba2fd0aaa9 (patch)
tree317ff7c05eacccb80b3fe06d65d8f64d7ff6019d /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
parentda72081582c3fd376e228cf0fceaef2ecb1948a9 (diff)
parentc6fc951f34c665d0f1cd6dcff1bea114fb0ff1a0 (diff)
Merge branch 'DRTVWR-559' into DRTVWR-583
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl22
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 3464212c84..f6d509e2c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -33,10 +33,10 @@ 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;
+in vec3 pos;
+in vec3 vary_normal;
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
vec2 encode_normal(vec3 n);
@@ -44,14 +44,14 @@ 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);
+ vec4 color0 = texture(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture(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;
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(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