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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl36
1 files changed, 36 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
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index 0000000000..211b2e0397
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+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
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+/**
+ * @file terrainF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+varying vec3 vary_normal;
+varying vec4 vary_position;
+
+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);
+
+ 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;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ gl_FragData[0] = vec4(outColor.rgb, 1.0);
+ gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
+ gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
+ gl_FragData[3] = vary_position;
+}
+