diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl new file mode 100644 index 0000000000..a5e0adf8fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -0,0 +1,81 @@ +/** + * @file class3\environment\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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; + +#ifdef TRANSPARENT_WATER +uniform sampler2D screenTex; +uniform sampler2D screenDepth; +#endif + +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 vec3 waterFogColorLinear; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; + +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +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; + +#ifdef TRANSPARENT_WATER + vec4 fb = texture2D(screenTex, distort); +#else + vec4 fb = vec4(waterFogColorLinear, 0.0); +#endif + + frag_color = applyWaterFogViewLinear(vary_position, fb); +} |