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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl229
1 files changed, 93 insertions, 136 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 37dcd3ad34..e0af521511 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file waterF.glsl
+ * @file class1/deferred/waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -37,17 +37,10 @@ vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
@@ -62,6 +55,7 @@ uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
+uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -69,136 +63,99 @@ VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
+vec2 encode_normal(vec3 n);
+vec3 scaleSoftClipFrag(vec3 l);
-vec2 encode_normal(vec3 n)
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
}
void main()
{
- vec4 color;
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
-
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
-
- vec4 pos = vary_position;
-
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
- frag_data[0] = vec4(color.rgb, color); // diffuse
- frag_data[1] = vec4(0); // speccolor, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
+ vec4 color;
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+
+ vec4 pos = vary_position;
+
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+ frag_data[0] = vec4(color.rgb, 0.25); // diffuse
+ frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}