diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl | 10 |
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); |