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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl38
1 files changed, 19 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index b364e454e8..88c38c46a2 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
// class3/environment/waterF.glsl
out vec4 frag_color;
@@ -127,7 +127,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec3 getPositionWithNDC(vec3 ndc);
-void main()
+void main()
{
vN = vary_normal;
vT = vary_tangent;
@@ -157,7 +157,7 @@ void main()
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
+
//wave1 = transform_normal(wave1);
//wave2 = transform_normal(wave2);
//wave3 = transform_normal(wave3);
@@ -168,7 +168,7 @@ void main()
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
-
+
vec3 wave_ibl = wavef;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
@@ -182,13 +182,13 @@ void main()
//wavef = vec3(0, 0, 1);
wavef = transform_normal(wavef);
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- //figure out distortion vector (ripply)
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ //figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
distort2 = clamp(distort2, vec2(0), vec2(0.999));
@@ -232,7 +232,7 @@ void main()
float metallic = 0.0;
float perceptualRoughness = 0.05;
float gloss = 1.0 - perceptualRoughness;
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
@@ -248,7 +248,7 @@ void main()
vec3 colorEmissive = vec3(0);
float ao = 1.0;
vec3 light_dir = transform_normal(lightDir);
-
+
perceptualRoughness = 0.0;
metallic = 1.0;
@@ -281,7 +281,7 @@ void main()
color = ((1.0 - f) * color) + fb.rgb;
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
-
+
frag_color = max(vec4(color, spec), vec4(0));
}