/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 163 lines · 85 code · 33 blank · 45 comment · 0 complexity · a3c2e543f075a0b5dc447656151c446b MD5 · raw file
- /**
- * @file waterF.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
- * $/LicenseInfo$
- */
-
- #extension GL_ARB_texture_rectangle : enable
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragData[3];
- #endif
- vec3 scaleSoftClip(vec3 inColor);
- vec3 atmosTransport(vec3 inColor);
- uniform sampler2D bumpMap;
- uniform sampler2D screenTex;
- uniform sampler2D refTex;
- uniform sampler2DRectShadow shadowMap0;
- uniform sampler2DRectShadow shadowMap1;
- uniform sampler2DRectShadow shadowMap2;
- uniform sampler2DRectShadow shadowMap3;
- uniform sampler2D noiseMap;
- uniform mat4 shadow_matrix[6];
- uniform vec4 shadow_clip;
- uniform float sunAngle;
- uniform float sunAngle2;
- uniform vec3 lightDir;
- uniform vec3 specular;
- uniform float lightExp;
- uniform float refScale;
- uniform float kd;
- uniform vec2 screenRes;
- uniform vec3 normScale;
- uniform float fresnelScale;
- uniform float fresnelOffset;
- uniform float blurMultiplier;
- uniform vec2 screen_res;
- uniform mat4 norm_mat; //region space to screen space
- //bigWave is (refCoord.w, view.w);
- VARYING vec4 refCoord;
- VARYING vec4 littleWave;
- VARYING vec4 view;
- VARYING vec4 vary_position;
- void main()
- {
- vec4 color;
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave 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;
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- //wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
- //get specular component
- //float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- //spec = pow(spec, 128.0);
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
-
- float shadow = 1.0;
- vec4 pos = vary_position;
-
- //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
- vec4 spos = pos;
-
- //spec *= shadow;
- //color.rgb += spec * specular;
-
- //color.rgb = atmosTransport(color.rgb);
- //color.rgb = scaleSoftClip(color.rgb);
- //color.a = spec * sunAngle2;
- //wavef.z *= 0.1f;
- //wavef = normalize(wavef);
- vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
-
- gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
- gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
- }