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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl30
1 files changed, 15 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index f796bb5f3f..20b61e9302 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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 vec4 waterPlane;
@@ -44,30 +44,30 @@ vec4 getWaterFogViewNoClip(vec3 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);
return vec4(srgb_to_linear(kc.rgb*L), D);
@@ -86,7 +86,7 @@ vec4 getWaterFogView(vec3 pos)
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogView(pos);
-
+
color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
@@ -120,7 +120,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
if (eye_above_water)
{
if (!obj_above_water)
- {
+ {
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
else