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+/**
+ * @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);
+in vec4 refCoord;
+in vec4 littleWave;
+in vec4 view;
+in vec3 vary_position;
+
+vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture(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 = texture(screenTex, distort);
+#else
+ vec4 fb = vec4(waterFogColorLinear, 0.0);
+#endif
+
+ frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
+}