diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-05-22 10:42:18 -0700 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-05-22 10:42:18 -0700 |
commit | b273edd1253e088ea864d399342a0cba2fd0aaa9 (patch) | |
tree | 317ff7c05eacccb80b3fe06d65d8f64d7ff6019d /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | |
parent | da72081582c3fd376e228cf0fceaef2ecb1948a9 (diff) | |
parent | c6fc951f34c665d0f1cd6dcff1bea114fb0ff1a0 (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.glsl | 22 |
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 |