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-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl18
4 files changed, 67 insertions, 189 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 8c8bd6d0d5..ad105c616c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -23,55 +23,10 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#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 waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+// debug stub
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_color = applyWaterFogView(view.xyz, fb);
+ frag_color = vec4(0, 1, 1, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index d370997123..46a6c2021d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -23,146 +23,9 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-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 float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
+void main()
{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
+ frag_color = vec4(0, 0, 1, 0);
}
-
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec2 bigwave = vec2(refCoord.w, view.w);
- vec3 wave1_a = texture2D(bumpMap, bigwave ).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, bigwave ).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);
-
- //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 and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- frag_color = color;
-
-#if defined(WATER_EDGE)
- gl_FragDepth = 0.9999847f;
-#endif
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index df640cba05..011b3c8643 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -32,6 +32,8 @@ uniform float waterFogKS;
vec3 getPositionEye();
+vec3 srgb_to_linear(vec3 col);
+
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec3 view = normalize(pos);
@@ -71,6 +73,52 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
return color;
}
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
+{
+ if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ return color;
+ }
+
+ vec3 view = normalize(pos);
+ //normalize view vector
+ 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;
+ kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
+
+ 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);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+
vec4 applyWaterFog(vec4 color)
{
//normalize view vector
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index cc41e3f740..a0a0e7dfca 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -24,6 +24,7 @@
*/
uniform mat4 modelview_matrix;
+uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -36,10 +37,16 @@ uniform vec2 waveDir2;
uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
+uniform vec3 lightDir;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
+out vec3 vary_position;
+out vec3 vary_light_dir;
+out vec3 vary_tangent;
+out vec3 vary_normal;
+out vec2 vary_fragcoord;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -52,6 +59,11 @@ void main()
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
@@ -63,12 +75,13 @@ void main()
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);
+
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
@@ -83,8 +96,7 @@ void main()
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