diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl new file mode 100644 index 0000000000..16381a5d51 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl @@ -0,0 +1,59 @@ +/** + * @file class3/deferred/waterHazeV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +in vec3 position; + +uniform vec2 screen_res; + +out vec4 vary_fragcoord; + +// forwards +void setAtmosAttenuation(vec3 c); +void setAdditiveColor(vec3 c); + +uniform vec4 waterPlane; + +uniform int above_water; + +uniform mat4 modelview_projection_matrix; + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + + if (above_water > 0) + { + pos = modelview_projection_matrix*pos; + } + + gl_Position = pos; + + // appease OSX GLSL compiler/linker by touching all the varyings we said we would + setAtmosAttenuation(vec3(1)); + setAdditiveColor(vec3(0)); + + vary_fragcoord = pos; +} |