/** * @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; varying vec3 vary_normal; 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, 0.0); gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2); vec3 nvn = normalize(vary_normal); gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); }