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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/environment/terrainF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl38
1 files changed, 0 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
deleted file mode 100644
index 32259acf1b..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-/**
- * @file terrainF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec3 scaleSoftClip(vec3 color);
-
-void main()
-{
- /// 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, 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 );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
-}
-