/** * @file terrainWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ // this class1 shader is just a copy of terrainF uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; void main() { float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, texture2D(detail0, gl_TexCoord[0].xy).rgb, a); gl_FragColor.rgb = color; gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; }