diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/environment/waterF.glsl | 196 | 
1 files changed, 58 insertions, 138 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index b51583de26..d485379a56 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -22,40 +22,22 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +//class2/environment/waterF.glsl +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -vec3 scaleSoftClipFragLinear(vec3 l); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); - -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, -    vec3 specularColor, -    vec3 radiance, // radiance map sample -    vec3 irradiance, // irradiance map sample -    float ao,       // ambient occlusion factor -    float nv,       // normal dot view vector -    float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, -    float perceptualRoughness, -    float metallic, -    vec3 n, // normal -    vec3 v, // surface point to camera -    vec3 l); //surface point to light +vec3 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor);  uniform sampler2D bumpMap;  uniform sampler2D bumpMap2;  uniform float     blend_factor;  uniform sampler2D screenTex; -uniform sampler2D screenDepth; -  uniform sampler2D refTex;  uniform float sunAngle; @@ -70,17 +52,12 @@ uniform vec3 normScale;  uniform float fresnelScale;  uniform float fresnelOffset;  uniform float blurMultiplier; -uniform vec4 waterFogColor;  //bigWave is (refCoord.w, view.w);  VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; -in vec3 vary_position; -in vec3 vary_normal; -in vec3 vary_tangent; -in vec3 vary_light_dir;  vec3 BlendNormal(vec3 bump1, vec3 bump2)  { @@ -88,37 +65,15 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)      return n;  } -vec3 srgb_to_linear(vec3 col); - -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -    vec3 pos, vec3 norm, float glossiness, float envIntensity); - -vec3 vN, vT, vB; - -vec3 transform_normal(vec3 vNt) -{ -    return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); -} - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -    vec3 pos, vec3 norm, float glossiness); - -vec3 getPositionWithNDC(vec3 ndc);  void main()   {  	vec4 color; - -    vN = vary_normal; -    vT = vary_tangent; -    vB = cross(vN, vT); - -    vec3 pos = vary_position.xyz; - -	float dist = length(pos.xyz); +	 +	float dist = length(view.xy);  	//normalize view vector -	vec3 viewVec = normalize(pos.xyz); +	vec3 viewVec = normalize(view.xyz);  	//get wave normals      vec2 bigwave = vec2(refCoord.w, view.w); @@ -126,6 +81,7 @@ void main()      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; @@ -134,15 +90,6 @@ void main()      vec3 wave2 = BlendNormal(wave2_a, wave2_b);      vec3 wave3 = BlendNormal(wave3_a, wave3_b); -    wave1 = transform_normal(wave1); -    wave2 = transform_normal(wave2); -    wave3 = transform_normal(wave3); - -    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - -    wavef.z *= max(-viewVec.z, 0.1); - -    wavef = normalize(wavef);  	//get base fresnel components	 @@ -151,6 +98,7 @@ void main()  					dot(viewVec, (wave2 + wave3) * 0.5),  					dot(viewVec, wave3)  				 ) * fresnelScale + fresnelOffset; +	df *= df;  	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; @@ -161,85 +109,57 @@ void main()  	vec2 dmod_scale = vec2(dmod*dmod, dmod); -    float df1 = df.x + df.y + df.z; - -    //wavef = normalize(wavef - vary_normal); -    //wavef = vary_normal; +	//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); -    vec3 waver = reflect(viewVec, -wavef)*3; +	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 + waver.xy * refScale / max(dmod * df1, 1.0); -    distort2 = clamp(distort2, vec2(0), vec2(0.99)); -  -    vec4 fb = texture2D(screenTex, distort2); -    float depth = texture2D(screenDepth, distort2).r; -    vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); - -#if 1 -    if (refPos.z > pos.z-0.05) -    { -        //we sampled an above water sample, don't distort -        distort2 = distort; -        fb = texture2D(screenTex, distort2); -        depth = texture2D(screenDepth, distort2).r; -        refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); -    } -#endif - -    fb = applyWaterFogViewLinear(refPos, fb); - -    vec3 sunlit; -    vec3 amblit; -    vec3 additive; -    vec3 atten; - -    calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); -    sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles -    vec3 v = -viewVec; -    float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); - -    float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness -    float roughness = 0.1; -    float gloss = 1.0 - roughness; - -    vec3 baseColor = vec3(0.25); -    vec3 f0 = vec3(0.04); -    vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); -    diffuseColor *= gloss; - -    vec3 specularColor = mix(f0, baseColor.rgb, metallic); - -    vec3 refnorm = normalize(wavef + vary_normal); -    //vec3 refnorm = wavef; -     -    -    vec3 irradiance = vec3(0); -    vec3 radiance = vec3(0); -    sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); -    radiance *= 0.5; -    irradiance = fb.rgb; - -    color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); -     -    // fudge -- for punctual lighting, pretend water is metallic -    diffuseColor = vec3(0); -    specularColor = vec3(1); -    roughness = 0.1; -    float scol = 1.0; // TODO -- incorporate shadow map - -    color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; -	color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); -	color.rgb = scaleSoftClipFragLinear(color.rgb); - -    color.a = 0.f; -    //color.rgb = fb.rgb; -    //color.rgb = vec3(depth*depth*depth*depth); -    //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); -    //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); -    //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); - -    //color.rgb = radiance; +	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) | 
