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/**
* @file 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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
VARYING vec4 vary_texcoord0;
VARYING vec4 vary_texcoord1;
uniform sampler2D detail_0;
uniform sampler2D detail_1;
uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 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, vary_texcoord0.xy);
vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
//outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
outColor.rgb = atmosLighting(outColor.rgb);
frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
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