diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-05-01 08:11:15 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-05-01 08:11:15 -0700 | 
| commit | 025c8909582f59f68f786d52bea06f5a272df0b5 (patch) | |
| tree | 6d9980e216f89c74776155432b32e6778f3b6367 /indra/newview/app_settings/shaders | |
| parent | 536a30d7f2083d39dbd6d06f16fa53064c3ee379 (diff) | |
| parent | 70c1e21956b8589c9873ac5fa6a05467dc2e0a89 (diff) | |
Merge vwr-dev-mat
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 15 | 
1 files changed, 8 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 5aff156eae..a2a567eff1 100755 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -49,40 +49,41 @@ float wave(vec2 v, float t, float f, vec2 d, float s)  void main()  {  	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0);  	mat4 modelViewProj = modelview_projection_matrix;  	vec4 oPosition;  	//get view vector  	vec3 oEyeVec; -	oEyeVec.xyz = pos.xyz-eyeVec; +	oEyeVec.xyz = position.xyz-eyeVec;  	float d = length(oEyeVec.xy);  	float ld = min(d, 2560.0); -	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; +	vec3 lpos = position; +	lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld;  	view.xyz = oEyeVec;  	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	  	d *= d; -	oPosition = vec4(position, 1.0); +	oPosition = vec4(lpos, 1.0);  	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);  	oPosition = modelViewProj * oPosition; -	  	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);  	//get wave position parameter (create sweeping horizontal waves) -	vec3 v = pos.xyz; +	vec3 v = lpos;  	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;  	//push position for further horizon effect. +	vec4 pos;  	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);  	pos.w = 1.0;  	pos = modelview_matrix*pos; -	calcAtmospherics(view.xyz); +	calcAtmospherics(pos.xyz); +	  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055; | 
