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+/**
+ * @file underWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#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 waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+
+vec2 encode_normal(vec3 n);
+
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
+{
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ 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);
+ return color * D + kc * L;
+}
+
+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_data[0] = vec4(fb.rgb, 1.0); // diffuse
+ frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
+}