diff options
author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-07 11:34:31 +0000 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-07 11:34:31 +0000 |
commit | 64797175a14785ac740ae27e647a5b0241700577 (patch) | |
tree | 1bd4f3027ef14934465b0ef1cea32011e3dde90f /indra/newview/app_settings/shaders/class1 | |
parent | 88a1b6676ed825345f0615050b9870b325fb6ef1 (diff) |
Add a touch of fakey ripple to shadows on the surface of water, as if the water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 55c893d73b..ceb7e0fb56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -133,9 +133,9 @@ void main() //wavef.z *= 0.1f; //wavef = normalize(wavef); - wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); // normal + gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace } |