PageRenderTime 22ms CodeModel.GetById 9ms RepoModel.GetById 0ms app.codeStats 0ms

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

https://bitbucket.org/lindenlab/viewer-beta/
text | 59 lines | 48 code | 11 blank | 0 comment | 0 complexity | 7c4b4ebf3e6378280fb847307e2587bd MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file terrainWaterF.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. uniform sampler2D detail_0;
  26. uniform sampler2D detail_1;
  27. uniform sampler2D detail_2;
  28. uniform sampler2D detail_3;
  29. uniform sampler2D alpha_ramp;
  30. vec3 atmosLighting(vec3 light);
  31. vec4 applyWaterFog(vec4 color);
  32. void main()
  33. {
  34. /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
  35. /// TODO Confirm tex coords and bind them appropriately in vert shader.
  36. vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
  37. vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
  38. vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
  39. vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
  40. float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
  41. float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
  42. float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
  43. vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
  44. /// Add WL Components
  45. outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
  46. outColor = applyWaterFog(outColor);
  47. gl_FragColor = outColor;
  48. }