diff options
author | Graham Madarasz <graham@lindenlab.com> | 2013-05-11 20:38:23 -0700 |
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committer | Graham Madarasz <graham@lindenlab.com> | 2013-05-11 20:38:23 -0700 |
commit | e1c1428569b03bbb20e7597ebec7d707151ce802 (patch) | |
tree | 69ca6d0fd05300346ddc14664b6d44bd4206a8b4 /indra/newview/app_settings/shaders/class1/environment/waterV.glsl | |
parent | f356d7eb9fd730f5f6f5a29fb0706e20876ad3bd (diff) | |
parent | ab4104d2d785199722f93d027e72af40d16f5703 (diff) |
Merge viewer-dev-materials and bugfix in LLPanelFace::getState using material instead of mMaterial
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/waterV.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index a2a567eff1..352cea7aaa 100755 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -49,35 +49,35 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex + vec4 pos = vec4(position.xyz, 1.0); mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; //get view vector vec3 oEyeVec; - oEyeVec.xyz = position.xyz-eyeVec; + oEyeVec.xyz = pos.xyz-eyeVec; float d = length(oEyeVec.xy); float ld = min(d, 2560.0); - vec3 lpos = position; - lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld; + pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; - oPosition = vec4(lpos, 1.0); + oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); oPosition = modelViewProj * oPosition; + refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) - vec3 v = lpos; + vec3 v = pos.xyz; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. - vec4 pos; pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; pos = modelview_matrix*pos; |