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authorGraham Linden <graham@lindenlab.com>2013-07-21 14:28:54 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-21 14:28:54 -0700
commitcaefe0e74cf553de41c6c8748dd2ea5ef4d82c06 (patch)
tree55cdae8ef9376823851babf5a654361cd6e4ff33 /indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
parent94abe75dea90ee91dd044161d8587279b0bfae13 (diff)
NORSPEC-311 fix alpha / opaque lighting diffs
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl56
1 files changed, 54 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b64852f17b..69b0f8f012 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -136,6 +136,52 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
}
#endif
+#if 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 srgb_to_linear(vec3 cs)
{
@@ -240,8 +286,9 @@ void main()
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);
-
+
#ifdef USE_VERTEX_COLOR
+ diff.rgb *= vertex_color.rgb;
float vertex_color_alpha = vertex_color.a;
#else
float vertex_color_alpha = 1.0;
@@ -266,6 +313,7 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
+
col = vec4(0,0,0,0);
#define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
@@ -281,7 +329,11 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
color.rgb = linear_to_srgb(color.rgb);
- //color.rgb = vec3(1,0,1);
+
+#if WATER_FOG
+ color = applyWaterFogDeferred(pos.xyz, color);
+#endif
+
frag_color = color;
}