diff options
author | Dave Parks <davep@lindenlab.com> | 2011-11-15 17:04:37 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-11-15 17:04:37 -0600 |
commit | cfb666e9d9eb8945a79e2f7999459267caca36ee (patch) | |
tree | b02e73c02f6f377c99fffc950d72525516647f52 /indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | |
parent | 09c74484ae0df267f01610ab4b594e50a01c05c1 (diff) | |
parent | b493b8cca491c4b7a76f4c98b34272970d3bb58b (diff) |
merge
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, 13 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index c6578ea177..e014e53d25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif uniform sampler2D detail_0; uniform sampler2D detail_1; @@ -31,20 +33,22 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; 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); + 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, 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; + 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 ); gl_FragData[0] = vec4(outColor.rgb, 0.0); |