/** * @file terrainWaterF.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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif VARYING vec4 vertex_color; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; uniform sampler2D detail_0; uniform sampler2D detail_1; uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 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, vary_texcoord0.xy); vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); outColor = applyWaterFog(outColor); frag_color = outColor; }