diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/waterV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 104 |
1 files changed, 52 insertions, 52 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 5a3845b1a3..33f35aff2d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1\environment\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 * $/LicenseInfo$ */ @@ -48,62 +48,62 @@ out vec3 vary_tangent; out vec3 vary_normal; out vec2 vary_fragcoord; -float wave(vec2 v, float t, float f, vec2 d, float s) +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; - + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + mat4 modelViewProj = modelview_projection_matrix; + vary_position = (modelview_matrix * pos).xyz; vary_light_dir = normal_matrix * lightDir; vary_normal = normal_matrix * vec3(0, 0, 1); vary_tangent = normal_matrix * vec3(1, 0, 0); - 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 - - 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; + 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 + + 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; } |