/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
Unknown | 65 lines | 54 code | 11 blank | 0 comment | 0 complexity | 83821243e72f3dfe5aeb36ffbf013e23 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file terrainWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
- VARYING vec4 vertex_color;
- VARYING vec4 vary_texcoord0;
- VARYING vec4 vary_texcoord1;
- uniform sampler2D detail_0;
- uniform sampler2D detail_1;
- uniform sampler2D detail_2;
- uniform sampler2D detail_3;
- uniform sampler2D alpha_ramp;
- vec3 atmosLighting(vec3 light);
- vec4 applyWaterFog(vec4 color);
- void main()
- {
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
- vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
- vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
- vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
- float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
- float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
-
- outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
- }