/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
Unknown | 110 lines | 91 code | 19 blank | 0 comment | 0 complexity | a7b1c19e84ed5bcfc917b1ffb88105e2 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file underWaterF.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
- * $/LicenseInfo$
- */
-
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
- uniform sampler2D diffuseMap;
- uniform sampler2D bumpMap;
- uniform sampler2D screenTex;
- uniform sampler2D refTex;
- uniform sampler2D screenDepth;
- uniform vec4 fogCol;
- uniform vec3 lightDir;
- uniform vec3 specular;
- uniform float lightExp;
- uniform vec2 fbScale;
- uniform float refScale;
- uniform float znear;
- uniform float zfar;
- uniform float kd;
- uniform vec4 waterPlane;
- uniform vec3 eyeVec;
- uniform vec4 waterFogColor;
- uniform float waterFogDensity;
- uniform float waterFogKS;
- uniform vec2 screenRes;
- //bigWave is (refCoord.w, view.w);
- VARYING vec4 refCoord;
- VARYING vec4 littleWave;
- VARYING vec4 view;
- vec4 applyWaterFog(vec4 color, vec3 viewVec)
- {
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
- //return vec4(1.0, 0.0, 1.0, 1.0);
- return color * D + kc * L;
- //depth /= 10.0;
- //return vec4(depth,depth,depth,0.0);
- }
- void main()
- {
- vec4 color;
-
- //get detail normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
-
- gl_FragColor = applyWaterFog(fb,view.xyz);
- }