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/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 64 lines | 53 code | 11 blank | 0 comment | 0 complexity | 2db74b14e1193e372b441b784ed63e5a MD5 | raw file
Possible License(s): LGPL-2.1
  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. #ifdef DEFINE_GL_FRAGCOLOR
  26. out vec4 gl_FragColor;
  27. #endif
  28. VARYING vec4 vertex_color;
  29. VARYING vec4 vary_texcoord0;
  30. VARYING vec4 vary_texcoord1;
  31. uniform sampler2D detail_0;
  32. uniform sampler2D detail_1;
  33. uniform sampler2D detail_2;
  34. uniform sampler2D detail_3;
  35. uniform sampler2D alpha_ramp;
  36. vec3 atmosLighting(vec3 light);
  37. vec3 scaleSoftClip(vec3 color);
  38. void main()
  39. {
  40. /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
  41. /// TODO Confirm tex coords and bind them appropriately in vert shader.
  42. vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
  43. vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
  44. vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
  45. vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
  46. float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
  47. float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
  48. float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
  49. vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
  50. /// Add WL Components
  51. outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
  52. gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
  53. }