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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
 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#ifdef DEFINE_GL_FRAGCOLOR
27out vec4 gl_FragColor;
28#endif
29
30VARYING vec4 vertex_color;
31VARYING vec4 vary_texcoord0;
32VARYING vec4 vary_texcoord1;
33
34uniform sampler2D detail_0;
35uniform sampler2D detail_1;
36uniform sampler2D detail_2;
37uniform sampler2D detail_3;
38uniform sampler2D alpha_ramp;
39
40vec3 atmosLighting(vec3 light);
41
42vec3 scaleSoftClip(vec3 color);
43
44void main()
45{
46	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
47	
48	/// TODO Confirm tex coords and bind them appropriately in vert shader.
49	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
50	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
51	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
52	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
53
54	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
55	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
56	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
57	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
58	
59	/// Add WL Components
60	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
61	
62	gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
63}
64