/** * @file terrainBakeF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2024, 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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; struct TerrainMix { vec4 weight; int type; }; TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal); uniform sampler2D alpha_ramp; // vary_texcoord* are used for terrain composition in vec4 vary_texcoord0; in vec4 vary_texcoord1; void main() { TerrainMix tm; float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); // tm.weight.x can be ignored. The paintmap saves a channel by not storing // swatch 1, and assuming the weights of the 4 swatches add to 1. // TERRAIN_PAINT_PRECISION emulates loss of precision at lower bit depth // when a corresponding low-bit image format is not available. Because // integral values at one depth cannot be precisely represented at another // bit depth, rounding is required. To maximize numerical stability for // future conversions, bit depth conversions should round to the nearest // integer, not floor or ceil. frag_color = max(vec4(round(tm.weight.yzw * TERRAIN_PAINT_PRECISION) / TERRAIN_PAINT_PRECISION, 1.0), vec4(0)); }