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; |