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authorJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
committerJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
commit420b91db29485df39fd6e724e782c449158811cb (patch)
treeb471a94563af914d3ed3edd3e856d21cb1b69945 /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.glsl136
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;
+}