summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/waterF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/waterF.glsl63
1 files changed, 47 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index daa2fb390a..1c3ad49a21 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -67,6 +67,43 @@ 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)
{
float f = sqrt(8 * n.z + 8);
@@ -121,7 +158,7 @@ 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;
@@ -131,13 +168,14 @@ void main()
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);
+ 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);
@@ -148,24 +186,17 @@ void main()
// 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);
- float shadow = 1.0;
vec4 pos = vary_position;
- //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
- vec4 spos = pos;
-
- //spec *= shadow;
- //color.rgb += spec * specular;
+ color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- //color.a = spec * sunAngle2;
+ color.a = spec * sunAngle2;
- //wavef.z *= 0.1f;
- //wavef = normalize(wavef);
- vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
- frag_data[0] = vec4(color.rgb, 0.5); // diffuse
- frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace
+ 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
}