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/**
* @file terrainWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
// this class1 shader is just a copy of terrainF
uniform sampler2D detail0;
uniform sampler2D detail1;
uniform sampler2D alphaRamp;
void main()
{
float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
texture2D(detail0, gl_TexCoord[0].xy).rgb,
a);
gl_FragColor.rgb = color;
gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
}
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