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path: root/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl55
1 files changed, 53 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
index a74256de81..00743abe34 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
@@ -61,6 +61,52 @@ vec3 linear_to_srgb(vec3 cl)
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
uniform float minimum_alpha;
void main()
@@ -72,7 +118,7 @@ void main()
#endif
float final_alpha = color.a * vertex_color.a;
- if (final_alpha < minimum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
@@ -84,7 +130,12 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = linear_to_srgb(color.rgb);
- //color.rgb = vec3(1,0,1);
+
+
+#ifdef WATER_FOG
+ color = applyWaterFogDeferred(pos, vec4(color));
+#endif
+
frag_color.rgb = color.rgb;
frag_color.a = final_alpha;
}