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path: root/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
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/** 
 * @file lightWaterF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
#version 120

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;
uniform sampler2D tex4;
uniform sampler2D tex5;
uniform sampler2D tex6;
uniform sampler2D tex7;

varying float vary_texture_index;

vec4 diffuseLookup(vec2 texcoord)
{
	switch (int(vary_texture_index+0.25))
	{
		case 0: return texture2D(tex0, texcoord);
		case 1: return texture2D(tex1, texcoord);
		case 2: return texture2D(tex2, texcoord);
		case 3: return texture2D(tex3, texcoord);
		case 4: return texture2D(tex4, texcoord);
		case 5: return texture2D(tex5, texcoord);
		case 6: return texture2D(tex6, texcoord);
		case 7: return texture2D(tex7, texcoord);
	}

	return vec4(0,0,0,0);
}

vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);

void default_lighting_water()
{
	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;

	color.rgb = atmosLighting(color.rgb);

	gl_FragColor = applyWaterFog(color);
}