diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 344c342189..73d4d9e3bc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -89,10 +89,10 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal) vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { vec3[4] samples; - samples[0] = texture2D(tex0, texcoord).xyz; - samples[1] = texture2D(tex1, texcoord).xyz; - samples[2] = texture2D(tex2, texcoord).xyz; - samples[3] = texture2D(tex3, texcoord).xyz; + samples[0] = texture(tex0, texcoord).xyz; + samples[1] = texture(tex1, texcoord).xyz; + samples[2] = texture(tex2, texcoord).xyz; + samples[3] = texture(tex3, texcoord).xyz; samples[0] = srgb_to_linear(samples[0]); samples[1] = srgb_to_linear(samples[1]); samples[2] = srgb_to_linear(samples[2]); @@ -107,10 +107,10 @@ vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, vec2 te vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { vec4[4] samples; - samples[0] = texture2D(tex0, texcoord); - samples[1] = texture2D(tex1, texcoord); - samples[2] = texture2D(tex2, texcoord); - samples[3] = texture2D(tex3, texcoord); + samples[0] = texture(tex0, texcoord); + samples[1] = texture(tex1, texcoord); + samples[2] = texture(tex2, texcoord); + samples[3] = texture(tex3, texcoord); samples[0].xyz = srgb_to_linear(samples[0].xyz); samples[1].xyz = srgb_to_linear(samples[1].xyz); samples[2].xyz = srgb_to_linear(samples[2].xyz); @@ -125,10 +125,10 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, vec2 te vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { vec3[4] samples; - samples[0] = texture2D(tex0, texcoord).xyz; - samples[1] = texture2D(tex1, texcoord).xyz; - samples[2] = texture2D(tex2, texcoord).xyz; - samples[3] = texture2D(tex3, texcoord).xyz; + samples[0] = texture(tex0, texcoord).xyz; + samples[1] = texture(tex1, texcoord).xyz; + samples[2] = texture(tex2, texcoord).xyz; + samples[3] = texture(tex3, texcoord).xyz; samples[0] *= factors[0]; samples[1] *= factors[1]; samples[2] *= factors[2]; @@ -139,10 +139,10 @@ vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, vec2 t vec3 sample_and_mix_vector3_no_scale(float alpha1, float alpha2, float alphaFinal, vec2 texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { vec3[4] samples; - samples[0] = texture2D(tex0, texcoord).xyz; - samples[1] = texture2D(tex1, texcoord).xyz; - samples[2] = texture2D(tex2, texcoord).xyz; - samples[3] = texture2D(tex3, texcoord).xyz; + samples[0] = texture(tex0, texcoord).xyz; + samples[1] = texture(tex1, texcoord).xyz; + samples[2] = texture(tex2, texcoord).xyz; + samples[3] = texture(tex3, texcoord).xyz; return terrain_mix(samples, alpha1, alpha2, alphaFinal); } @@ -151,9 +151,9 @@ void main() // Adjust the texture repeats for a more sensible default. float texture_density_factor = 2.0; vec2 terrain_texcoord = texture_density_factor * 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 col = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, baseColorFactors, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color); float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); |