summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
blob: 0edae4791826e05939f027c54e6e2d64f05b6a7f (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
/** 
 * @file terrainF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
#version 120

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);
}