/** * @file terrainF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ #ifndef gl_FragColor out vec4 gl_FragColor; #endif uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; void main() { float a = texture2D(alphaRamp, vary_texcoord1.xy).a; vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, texture2D(detail0, vary_texcoord0.xy).rgb, a); gl_FragColor.rgb = color; gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; }