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/**
* @file terrainWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
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;
}
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