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authorGraham Linden <graham@lindenlab.com>2013-07-12 06:45:49 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-12 06:45:49 -0700
commita8c9d81a376244a372de60b8c2af44c577ee51e0 (patch)
tree5a9ce9a5f98b11373774f81c475c588a8ca7e3a8
parentd07ba61a850d926eda3e6a9abe54465c7a462676 (diff)
NORSPEC-291 WIP fix materials underwater with shadows on
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 08aaa2237d..9b72c5b57d 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -266,6 +266,52 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //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);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 atmosLighting(vec3 light)
{
light *= getAtmosAttenuation().r;
@@ -409,6 +455,13 @@ void main()
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}