summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/environment
diff options
context:
space:
mode:
authorGraham Madarasz <graham@lindenlab.com>2013-05-01 08:11:15 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-05-01 08:11:15 -0700
commit025c8909582f59f68f786d52bea06f5a272df0b5 (patch)
tree6d9980e216f89c74776155432b32e6778f3b6367 /indra/newview/app_settings/shaders/class1/environment
parent536a30d7f2083d39dbd6d06f16fa53064c3ee379 (diff)
parent70c1e21956b8589c9873ac5fa6a05467dc2e0a89 (diff)
Merge vwr-dev-mat
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/environment/waterV.glsl15
1 files changed, 8 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 5aff156eae..a2a567eff1 100755
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -49,40 +49,41 @@ 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 = pos.xyz-eyeVec;
+ oEyeVec.xyz = position.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ vec3 lpos = position;
+ lpos.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(position, 1.0);
+ oPosition = vec4(lpos, 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 = pos.xyz;
+ vec3 v = lpos;
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;
- calcAtmospherics(view.xyz);
+ calcAtmospherics(pos.xyz);
+
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;