summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
blob: 5ff84b5937597e1aead0fc31adcff5f52fa91b8b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
/**
 * @file class1\deferred\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
 * $/LicenseInfo$
 */

/*[EXTRA_CODE_HERE]*/

out vec4 frag_data[4];

uniform sampler2D detail_0;
uniform sampler2D detail_1;
uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;

in vec3 pos;
in vec3 vary_normal;
in vec4 vary_texcoord0;
in vec4 vary_texcoord1;

void mirrorClip(vec3 position);
vec4 encodeNormal(vec3 norm, float gbuffer_flag);

void main()
{
    mirrorClip(pos);
    /// Note: This should duplicate the blending functionality currently used for the terrain rendering.

    vec4 color0 = texture(detail_0, vary_texcoord0.xy);
    vec4 color1 = texture(detail_1, vary_texcoord0.xy);
    vec4 color2 = texture(detail_2, vary_texcoord0.xy);
    vec4 color3 = texture(detail_3, vary_texcoord0.xy);

    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;
    vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );

    outColor.a = 0.0; // yes, downstream atmospherics

    frag_data[0] = max(outColor, vec4(0));
    frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
    vec3 nvn = normalize(vary_normal);
    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
    frag_data[3] = vec4(0);
}