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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl31
1 files changed, 14 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 6b6eed9db8..f6d509e2c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -25,11 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -37,10 +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);
@@ -48,14 +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
@@ -63,6 +59,7 @@ void main()
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}