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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl48
1 files changed, 35 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 711b42b95e..e5c7ced52c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,22 +22,44 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-// this class1 shader is just a copy of terrainF
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec4 applyWaterFog(vec4 color);
+
+void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ 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);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ 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;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ gl_FragColor = outColor;
}
+