terrainWaterF.glsl
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:1k
- /**
- * @file terrainWaterF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- 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, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
- }