diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 40 |
1 files changed, 32 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 20f907a006..4ab06c6e21 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -2,18 +2,42 @@ * @file WLCloudsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; uniform vec4 cloud_pos_density1; @@ -32,14 +56,14 @@ vec3 scaleSoftClip(vec3 light) { void main() { // Set variables - vec2 uv1 = gl_TexCoord[0].xy; - vec2 uv2 = gl_TexCoord[1].xy; + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; vec4 cloudColorSun = vary_CloudColorSun; vec4 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; - vec2 uv3 = gl_TexCoord[2].xy; - vec2 uv4 = gl_TexCoord[3].xy; + vec2 uv3 = vary_texcoord2.xy; + vec2 uv4 = vary_texcoord3.xy; // Offset texture coords uv1 += cloud_pos_density1.xy; //large texture, visible density |