/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
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Possible License(s): LGPL-2.1
- /**
- * @file waterV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- uniform mat4 modelview_matrix;
- uniform mat4 modelview_projection_matrix;
- ATTRIBUTE vec3 position;
- void calcAtmospherics(vec3 inPositionEye);
- uniform vec2 d1;
- uniform vec2 d2;
- uniform float time;
- uniform vec3 eyeVec;
- uniform float waterHeight;
- VARYING vec4 refCoord;
- VARYING vec4 littleWave;
- VARYING vec4 view;
- float wave(vec2 v, float t, float f, vec2 d, float s)
- {
- return (dot(d, v)*f + t*s)*f;
- }
- void main()
- {
- //transform vertex
- mat4 modelViewProj = modelview_projection_matrix;
-
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- vec3 lpos = position;
- lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = vec4(lpos, 1.0);
- oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- oPosition = modelViewProj * oPosition;
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = lpos;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- vec4 pos;
- pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- pos.w = 1.0;
- pos = modelview_matrix*pos;
-
- calcAtmospherics(pos.xyz);
-
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
- view.w = bigWave.y;
- refCoord.w = bigWave.x;
-
- gl_Position = oPosition;
- }