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authorTofu Linden <tofu.linden@lindenlab.com>2010-03-07 11:34:31 +0000
committerTofu Linden <tofu.linden@lindenlab.com>2010-03-07 11:34:31 +0000
commit18432d1bc5bdab244b6054af73c5e4cf3d855164 (patch)
tree5149c4c6be95cf60e1db2feae57d630441a99894 /indra/newview
parent44289977dc36f0a83dd5734d506240b278774efc (diff)
Add a touch of fakey ripple to shadows on the surface of water, as if the water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl8
2 files changed, 7 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 55c893d73b..ceb7e0fb56 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -133,9 +133,9 @@ void main()
//wavef.z *= 0.1f;
//wavef = normalize(wavef);
- wavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+ vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); // normal
+ gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 74a948f584..50502dbdad 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -159,7 +159,9 @@ void main()
vec4 pos = getPosition(pos_screen);
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;
+ vec4 nmap4 = texture2DRect(normalMap, pos_screen);
+ float displace = nmap4.w;
+ vec3 norm = nmap4.xyz*2.0-1.0;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -168,9 +170,9 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
- vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);
+ vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{