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| author | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
|---|---|---|
| committer | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
| commit | 420b91db29485df39fd6e724e782c449158811cb (patch) | |
| tree | b471a94563af914d3ed3edd3e856d21cb1b69945 /indra/newview/app_settings/shaders/class2/environment | |
Print done when done.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/environment/waterF.glsl | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl new file mode 100644 index 0000000000..e0e79e95ba --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -0,0 +1,136 @@ +void applyScatter(inout vec3 color); + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform samplerCube environmentMap; //: TEXUNIT4, // Environment map texture +uniform sampler2D screenTex; // : TEXUNIT5 + +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; + +float msin(float x) { + float k = sin(x)+1.0; + k *= 0.5; + k *= k; + return 2.0 * k; +} + +float mcos(float x) { + float k = cos(x)+1.0; + k *= 0.5; + k *= k; + return 2.0 * k; +} + +float waveS(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap) +{ + return texture1D(sinMap, (dot(d, v)*f + t*s)*f).r*a; +} + +float waveC(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap) +{ + return texture1D(sinMap, (dot(d, v)*f + t*s)*f).g*a*2.0-1.0; +} + +float magnitude(vec3 vec) { + return sqrt(dot(vec,vec)); +} + +vec3 mreflect(vec3 i, vec3 n) { + return i + n * 2.0 * abs(dot(n,i))+vec3(0.0,0.0,0.5); +} + +void main() +{ + vec2 texCoord = gl_TexCoord[0].xy; // Texture coordinates + vec2 littleWave1 = gl_TexCoord[0].zw; + vec2 littleWave2 = gl_TexCoord[1].xy; + vec2 bigWave = gl_TexCoord[1].zw; + vec3 viewVec = gl_TexCoord[2].xyz; + vec4 refCoord = gl_TexCoord[3]; + vec4 col = gl_Color; + vec4 color; + + //get color from alpha map (alpha denotes water depth), rgb denotes water color + vec4 wcol = texture2D(diffuseMap, texCoord.xy); + + //store texture alpha + float da = wcol.a; + + //modulate by incoming water color + //wcol.a *= refCoord.w; + + //scale wcol.a (water depth) for steep transition + wcol.a *= wcol.a; + + //normalize view vector + viewVec = normalize(viewVec); + + //get bigwave normal + vec3 wavef = texture2D(bumpMap, bigWave).xyz*2.0; + + vec3 view = vec3(viewVec.x, viewVec.y, viewVec.z); + + float dx = 1.0-(dot(wavef*2.0-vec3(1.0), view))*da; + dx *= 0.274; + + //get detail normals + vec3 dcol = texture2D(bumpMap, littleWave1+dx*view.xy).rgb*0.75; + dcol += texture2D(bumpMap, littleWave2+view.xy*dx*0.1).rgb*1.25; + + //interpolate between big waves and little waves (big waves in deep water) + wavef = wavef*wcol.a + dcol*(1.0-wcol.a); + + //crunch normal to range [-1,1] + wavef -= vec3(1,1,1); + + //get base fresnel component + float df = dot(viewVec,wavef); + //reposition fresnel to latter half of [0,1] + df = 1.0-clamp(df,0.0,1.0); + + //set output alpha based on fresnel + color.a = clamp((df+da)*0.5,0.0,1.0); + + //calculate reflection vector + vec3 ref = reflect(viewVec.xyz, wavef); + + //get specular component + float spec = clamp(dot(lightDir, normalize(ref)),0.0,1.0); + + //fudge reflection to be more noisy at good angles + ref.z = ref.z*ref.z+df*df*0.5; + + //get diffuse component + float diff = clamp((abs(dot(ref, wavef))),0.0,1.0)*0.9; + + //fudge diffuse for extra contrast and ambience + diff *= diff; + diff += 0.4; + + //set diffuse color contribution + color.rgb = textureCube(environmentMap, ref).rgb*diff; + + //harden specular + spec = pow(spec, lightExp); + + //add specular color contribution + color.rgb += spec * specular; + + //figure out distortion vector (ripply) + vec2 distort = clamp(((refCoord.xy/refCoord.z) * 0.5 + 0.5 + wavef.xy*refScale),0.0,0.99); + + //read from framebuffer (offset) + vec4 fb = texture2D(screenTex, distort*fbScale); + + //tint by framebuffer + color.rgb = color.a*color.rgb + (1.0-color.a)*fb.rgb; + + //apply fog + applyScatter(color.rgb); + + gl_FragColor = color; +} |
