diff options
author | Dave Parks <davep@lindenlab.com> | 2022-10-05 08:11:33 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-10-05 08:11:33 -0500 |
commit | 30bcc7d6d5fa4ceedfec28cc0973c253364c555e (patch) | |
tree | 55be9de647378b14acfb2681f050bf8b4fbc7ae2 /indra/newview/app_settings/shaders/class1/environment | |
parent | 1e72e3d82c438c2ca17bd8efb80709eaca6c14ca (diff) |
SL-18190 WIP - Add refraction to water without splitting scene between above and below water
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl | 42 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 1 |
2 files changed, 43 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index df640cba05..7dbba12502 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -32,6 +32,8 @@ uniform float waterFogKS; vec3 getPositionEye(); +vec3 srgb_to_linear(vec3 col); + vec4 applyWaterFogView(vec3 pos, vec4 color) { vec3 view = normalize(pos); @@ -71,6 +73,46 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) return color; } +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) +{ + vec3 view = normalize(pos); + //normalize view vector + 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; + kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear + + 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; +} + vec4 applyWaterFog(vec4 color) { //normalize view vector diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index e95f268681..a0a0e7dfca 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -46,6 +46,7 @@ out vec3 vary_position; out vec3 vary_light_dir; out vec3 vary_tangent; out vec3 vary_normal; +out vec2 vary_fragcoord; float wave(vec2 v, float t, float f, vec2 d, float s) { |