67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
/**
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* @file class1\deferred\terrainF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_data[4];
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uniform sampler2D detail_0;
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uniform sampler2D detail_1;
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uniform sampler2D detail_2;
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uniform sampler2D detail_3;
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uniform sampler2D alpha_ramp;
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in vec3 pos;
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in vec3 vary_normal;
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in vec4 vary_texcoord0;
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in vec4 vary_texcoord1;
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void mirrorClip(vec3 position);
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void main()
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{
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mirrorClip(pos);
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/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
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vec4 color0 = texture(detail_0, vary_texcoord0.xy);
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vec4 color1 = texture(detail_1, vary_texcoord0.xy);
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vec4 color2 = texture(detail_2, vary_texcoord0.xy);
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vec4 color3 = texture(detail_3, vary_texcoord0.xy);
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float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
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float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
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float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
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vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
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outColor.a = 0.0; // yes, downstream atmospherics
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frag_data[0] = max(outColor, vec4(0));
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frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
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vec3 nvn = normalize(vary_normal);
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frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
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frag_data[3] = vec4(0);
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}
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