diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..a6517be433 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,265 @@ +/** + * @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 + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +#ifdef TRANSPARENT_WATER +uniform sampler2D screenTex; +uniform sampler2D screenDepth; +#endif + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; +uniform vec3 waterFogColorLinear; + + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +vec3 srgb_to_linear(vec3 col); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ + return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness, bool errorCorrect); + +vec3 getPositionWithNDC(vec3 ndc); + +void main() +{ + vec4 color; + + vN = vary_normal; + vT = vary_tangent; + vB = cross(vN, vT); + + vec3 pos = vary_position.xyz; + + float dist = length(pos.xyz); + + //normalize view vector + vec3 viewVec = normalize(pos.xyz); + + //get wave normals + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + wave1 = transform_normal(wave1); + wave2 = transform_normal(wave2); + wave3 = transform_normal(wave3); + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + //wavef.z *= max(-viewVec.z, 0.1); + + wavef = normalize(wavef); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + float df1 = df.x + df.y + df.z; + + //wavef = normalize(wavef - vary_normal); + //wavef = vary_normal; + + vec3 waver = reflect(viewVec, -wavef)*3; + + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); + distort2 = clamp(distort2, vec2(0), vec2(0.99)); + +#ifdef TRANSPARENT_WATER + vec4 fb = texture2D(screenTex, distort2); + float depth = texture2D(screenDepth, distort2).r; + vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + + if (refPos.z > pos.z-0.05) + { + //we sampled an above water sample, don't distort + distort2 = distort; + fb = texture2D(screenTex, distort2); + depth = texture2D(screenDepth, distort2).r; + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + } + + fb = applyWaterFogViewLinear(refPos, fb); +#else + vec4 fb = vec4(waterFogColorLinear.rgb, 0.0); +#endif + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles + vec3 v = -viewVec; + float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); + + float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness + float roughness = 0.1; + float gloss = 1.0 - roughness; + + vec3 baseColor = vec3(0.25); + vec3 f0 = vec3(0.04); + vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); + diffuseColor *= gloss; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 refnorm = normalize(wavef + vary_normal); + //vec3 refnorm = wavef; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss, true); + radiance *= 0.5; + irradiance = fb.rgb; + + color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + + // fudge -- for punctual lighting, pretend water is metallic + diffuseColor = vec3(0); + specularColor = vec3(1); + roughness = 0.1; + float scol = 1.0; // TODO -- incorporate shadow map + + //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; + + //get specular component + float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + + //harden specular + spec = pow(spec, 128.0); + + color.rgb += spec * specular; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + color.a = 0.f; + //color.rgb = fb.rgb; + //color.rgb = vec3(depth*depth*depth*depth); + //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + + //color.rgb = radiance; + frag_color = color; + +#if defined(WATER_EDGE) + gl_FragDepth = 0.9999847f; +#endif + +} + |