/** * @file terrainWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ 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, 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 ); /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); outColor = applyWaterFog(outColor); gl_FragColor = outColor; }