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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 59 lines | 51 code | 8 blank | 0 comment | 0 complexity | 4d20d1dee787bdb727350360243a105b 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_FragData[3];
28#endif
29
30uniform sampler2D detail_0;
31uniform sampler2D detail_1;
32uniform sampler2D detail_2;
33uniform sampler2D detail_3;
34uniform sampler2D alpha_ramp;
35
36VARYING vec3 vary_normal;
37VARYING vec4 vary_texcoord0;
38VARYING vec4 vary_texcoord1;
39
40void main()
41{
42	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
43	
44	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
45	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
46	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
47	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
48
49	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
50	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
51	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
52	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
53	
54	gl_FragData[0] = vec4(outColor.rgb, 0.0);
55	gl_FragData[1] = vec4(0,0,0,0);
56	vec3 nvn = normalize(vary_normal);
57	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
58}
59