diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-07 11:34:31 +0000 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-07 11:34:31 +0000 | 
| commit | 18432d1bc5bdab244b6054af73c5e4cf3d855164 (patch) | |
| tree | 5149c4c6be95cf60e1db2feae57d630441a99894 /indra/newview/app_settings/shaders/class1 | |
| parent | 44289977dc36f0a83dd5734d506240b278774efc (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  } | 
