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/**
* @file terrainF.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;
varying vec3 vary_normal;
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
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 );
gl_FragData[0] = vec4(outColor.rgb, 0.0);
gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
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