diff options
author | Graham Madarasz (Graham) <graham@lindenlab.com> | 2013-02-12 11:38:40 -0800 |
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committer | Graham Madarasz (Graham) <graham@lindenlab.com> | 2013-02-12 11:38:40 -0800 |
commit | 85af4c7b7169a0ea38aad5d3759fd36b8ff021f4 (patch) | |
tree | b3664c9e0ea1665ba89ba38fc24a8285cba54942 /indra/newview/app_settings | |
parent | 019c7566fb431a9bacfa6d1b778a3a7ec9f8fbf2 (diff) |
For MAINT-576 fix water shader visual issues in non-deferred Review: DaveP
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index fec8906fd0..5aff156eae 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -28,6 +28,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; + void calcAtmospherics(vec3 inPositionEye); uniform vec2 d1; @@ -48,35 +49,35 @@ 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 = position.xyz-eyeVec; + oEyeVec.xyz = pos.xyz-eyeVec; float d = length(oEyeVec.xy); float ld = min(d, 2560.0); - vec3 lpos = position; - lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld; + pos.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(lpos, 1.0); + oPosition = vec4(position, 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 = lpos; + vec3 v = pos.xyz; 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; |