37 lines
1.1 KiB
GLSL
37 lines
1.1 KiB
GLSL
/**
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* @file terrainF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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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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varying vec3 vary_normal;
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varying vec4 vary_position;
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void main()
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{
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/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
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vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
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vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
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vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
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vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
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float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
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float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
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float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
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vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
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gl_FragData[0] = vec4(outColor.rgb, 1.0);
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gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
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gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
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gl_FragData[3] = vary_position;
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}
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