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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl38
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);