PageRenderTime 41ms CodeModel.GetById 20ms app.highlight 1ms RepoModel.GetById 19ms app.codeStats 0ms

/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
text | 58 lines | 47 code | 11 blank | 0 comment | 0 complexity | 8ec3a6b2fc52c87bfebc6105e3a39f7c MD5 | raw file
 1/**
 2 * @file terrainF.glsl
 3 *
 4 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 5 * Second Life Viewer Source Code
 6 * Copyright (C) 2007, Linden Research, Inc.
 7 * 
 8 * This library is free software; you can redistribute it and/or
 9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation;
11 * version 2.1 of the License only.
12 * 
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16 * Lesser General Public License for more details.
17 * 
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
21 * 
22 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
23 * $/LicenseInfo$
24 */
25 
26
27
28uniform sampler2D detail_0;
29uniform sampler2D detail_1;
30uniform sampler2D detail_2;
31uniform sampler2D detail_3;
32uniform sampler2D alpha_ramp;
33
34vec3 atmosLighting(vec3 light);
35
36vec3 scaleSoftClip(vec3 color);
37
38void main()
39{
40	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
41	
42	/// TODO Confirm tex coords and bind them appropriately in vert shader.
43	vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
44	vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
45	vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
46	vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
47
48	float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
49	float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
50	float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
51	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
52	
53	/// Add WL Components
54	outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
55	
56	gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
57}
58