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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl10
1 files changed, 10 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 85691ae9b6..344c342189 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+
out vec4 frag_data[4];
uniform sampler2D alpha_ramp;
@@ -42,16 +44,20 @@ uniform sampler2D detail_0_metallic_roughness;
uniform sampler2D detail_1_metallic_roughness;
uniform sampler2D detail_2_metallic_roughness;
uniform sampler2D detail_3_metallic_roughness;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
uniform sampler2D detail_0_emissive;
uniform sampler2D detail_1_emissive;
uniform sampler2D detail_2_emissive;
uniform sampler2D detail_3_emissive;
+#endif
// *TODO: More efficient packing?
uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
uniform vec4 metallicFactors;
uniform vec4 roughnessFactors;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
uniform vec3[4] emissiveColors;
+#endif
uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
in vec3 vary_normal;
@@ -170,7 +176,11 @@ void main()
// metal 0.0
vec3 spec = sample_and_mix_vector3(alpha1, alpha2, alphaFinal, terrain_texcoord, orm_factors, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
vec3 emissive = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, emissiveColors, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive);
+#else
+ vec3 emissive = vec3(0);
+#endif
float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal);