40 lines
1.1 KiB
GLSL
Executable File
40 lines
1.1 KiB
GLSL
Executable File
/**
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* @file terrainWaterF.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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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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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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/// TODO Confirm tex coords and bind them appropriately in vert shader.
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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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/// Add WL Components
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outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
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outColor = applyWaterFog(outColor);
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gl_FragColor = outColor;
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}
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