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authorDave Parks <davep@lindenlab.com>2022-12-19 11:48:56 -0600
committerDave Parks <davep@lindenlab.com>2022-12-19 11:48:56 -0600
commit2de9e631d91cab993257eea82cb5356ca9f73fd0 (patch)
treef975d6df4fcd202c95258db3120aa3fa95b6d788 /indra/newview/app_settings/shaders/class3
parent89f21f276fe369e6c28abb6ff44200e2cb8098c8 (diff)
SL-18730 Dumb down water distortions to reduce appearance of brokenness.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl39
1 files changed, 21 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index a6517be433..dbe0929657 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -120,12 +120,12 @@ void main()
vec3 pos = vary_position.xyz;
- float dist = length(pos.xyz);
-
- //normalize view vector
- vec3 viewVec = normalize(pos.xyz);
-
- //get wave normals
+ float dist = length(pos.xyz);
+
+ //normalize view vector
+ vec3 viewVec = normalize(pos.xyz);
+
+ //get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
@@ -135,16 +135,24 @@ void main()
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
+
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
- wave1 = transform_normal(wave1);
- wave2 = transform_normal(wave2);
- wave3 = transform_normal(wave3);
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ //wave1 = transform_normal(wave1);
+ //wave2 = transform_normal(wave2);
+ //wave3 = transform_normal(wave3);
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ vec3 waver = wavef*3;
+
+ wavef = transform_normal(wavef);
+
//wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
@@ -157,25 +165,20 @@ void main()
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
float df1 = df.x + df.y + df.z;
- //wavef = normalize(wavef - vary_normal);
- //wavef = vary_normal;
- vec3 waver = reflect(viewVec, -wavef)*3;
+
//figure out distortion vector (ripply)
- vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
- distort2 = clamp(distort2, vec2(0), vec2(0.99));
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
+
+ distort2 = clamp(distort2, vec2(0), vec2(0.999));
#ifdef TRANSPARENT_WATER
vec4 fb = texture2D(screenTex, distort2);