diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/terrainF.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/terrainV.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl | 0 | ||||
| -rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 16 | 
7 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 668a710c04..668a710c04 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index d09c5f9247..d09c5f9247 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index a956562396..a956562396 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 0d8dab0a41..0d8dab0a41 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 79bffab745..79bffab745 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 4bdfce9260..4bdfce9260 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index f66ba1d2d9..5aff156eae 100644..100755 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -28,6 +28,7 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; +  void calcAtmospherics(vec3 inPositionEye);  uniform vec2 d1; @@ -48,41 +49,40 @@ float wave(vec2 v, float t, float f, vec2 d, float s)  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 = position.xyz-eyeVec; +	oEyeVec.xyz = pos.xyz-eyeVec;  	float d = length(oEyeVec.xy);  	float ld = min(d, 2560.0); -	vec3 lpos = position; -	lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld; +	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(lpos, 1.0); +	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);  	//get wave position parameter (create sweeping horizontal waves) -	vec3 v = lpos; +	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. -	vec4 pos;  	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);  	pos.w = 1.0;  	pos = modelview_matrix*pos; -	calcAtmospherics(pos.xyz); -	 +	calcAtmospherics(view.xyz);  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055;  | 
