diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 11 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 3427d6db57..1ae006bc8a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -151,8 +151,8 @@ void main()  	//spec *= shadow;  	//color.rgb += spec * specular; -	//color.rgb = atmosTransport(color.rgb); -	//color.rgb = scaleSoftClip(color.rgb); +	color.rgb = atmosTransport(color.rgb); +	color.rgb = scaleSoftClip(color.rgb);  	//color.a = spec * sunAngle2;  	//wavef.z *= 0.1f; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 9734acf005..ece34dcc4e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -85,7 +85,7 @@ void main()  	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; 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 --- 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; | 
