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authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-09 21:40:46 +0000
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-09 21:40:46 +0000
commitb6b23926340d8a2ac142b02923f04624b7c6b08e (patch)
tree211401687ba748beb05ed7323b41e47e80287549 /indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
parentb2d8d63890e3ba0a5fe303f8e2de7358e4f9fc23 (diff)
De-duplicate water fog code and modify programs to include the shared object as necessary.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl52
1 files changed, 5 insertions, 47 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 76750c400a..6fa625765a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -33,6 +33,10 @@
uniform float emissive_brightness;
uniform float display_gamma;
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
+#endif
+
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
@@ -154,52 +158,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-#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 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -773,7 +731,7 @@ void main()
col.rgb = linear_to_srgb(col.rgb);
#ifdef WATER_FOG
- vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
+ vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
col.rgb = temp.rgb;
al = temp.a;
#endif