diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 82 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterV.glsl | 99 | 
2 files changed, 0 insertions, 181 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl deleted file mode 100644 index 14c337e608..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file underWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap;    -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -void main()  -{ -	vec4 color; -	     -	//get detail 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;     -	vec3 wavef = normalize(wave1+wave2+wave3); -	 -	//figure out distortion vector (ripply)    -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	distort = distort+wavef.xy*refScale; -		 -	vec4 fb = texture2D(screenTex, distort); - -	frag_data[0] = vec4(fb.rgb, 1.0); // diffuse -	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec -	frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl deleted file mode 100644 index 38276859a0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/**  - * @file waterV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec2 waveDir1; -uniform vec2 waveDir2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s)  -{ -   return (dot(d, v)*f + t*s)*f; -} - -void main() -{ -	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0); -	mat4 modelViewProj = modelview_projection_matrix; -	 -	vec4 oPosition; -		     -	//get view vector -	vec3 oEyeVec; -	oEyeVec.xyz = pos.xyz-eyeVec; -		 -	float d = length(oEyeVec.xy); -	float ld = min(d, 2560.0); -	 -	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; -	view.xyz = oEyeVec; -		 -	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	 -	d *= d; -		 -	oPosition = vec4(position, 1.0); -//	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon -	vary_position = modelview_matrix * oPosition; -	oPosition = modelViewProj * oPosition; -	 -	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); -	 -	//get wave position parameter (create sweeping horizontal waves) -	vec3 v = pos.xyz; -	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; -	     -	//push position for further horizon effect. -	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); -	pos.w = 1.0; -	pos = modelview_matrix*pos; -	 -	calcAtmospherics(pos.xyz); -		 -	//pass wave parameters to pixel shader -	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + waveDir1 * time * 0.055; -	//get two normal map (detail map) texture coordinates -	littleWave.xy = (v.xy) * vec2(0.45, 0.9)   + waveDir2 * time * 0.13; -	littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; -	view.w = bigWave.y; -	refCoord.w = bigWave.x; -	 -	gl_Position = oPosition; -} | 
