diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/waterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 72 |
1 files changed, 28 insertions, 44 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 0a1f019e3d..d21575119d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -5,19 +5,21 @@ * $License$ */ +#extension GL_ARB_texture_rectangle : enable + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; uniform sampler2D noiseMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float sunAngle; @@ -32,7 +34,8 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; - +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); varying vec4 refCoord; @@ -88,7 +91,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); + //wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -101,10 +104,10 @@ void main() refcol = mix(baseCol*df2, refcol, dweight); //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + //float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular - spec = pow(spec, 128.0); + //spec = pow(spec, 128.0); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -118,40 +121,21 @@ void main() float shadow = 1.0; vec4 pos = vary_position; - vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - - if (pos.z > -shadow_clip.w) - { - vec4 spos = pos; - - if (pos.z < -shadow_clip.z) - { - vec4 lpos = (shadow_matrix[3]*spos); - shadow = shadow2DProj(shadowMap3, lpos).x; - } - else if (pos.z < -shadow_clip.y) - { - vec4 lpos = (shadow_matrix[2]*spos); - shadow = shadow2DProj(shadowMap2, lpos).x; - } - else if (pos.z < -shadow_clip.x) - { - vec4 lpos = (shadow_matrix[1]*spos); - shadow = shadow2DProj(shadowMap1, lpos).x; - } - else - { - vec4 lpos = (shadow_matrix[0]*spos); - shadow = shadow2DProj(shadowMap0, lpos).x; - } - } - - spec *= shadow; - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; + //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; + vec4 spos = pos; + + //spec *= shadow; + //color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); + //color.a = spec * sunAngle2; - gl_FragColor = color; + //wavef.z = -0.25f; + wavef = normalize(wavef); + wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + + gl_FragData[0] = vec4(color.rgb, 0.75); + gl_FragData[1] = vec4(1,1,1, 0.8); + gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); } |