diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 36 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 38 | 
2 files changed, 37 insertions, 37 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index ef086fc3be..728d70ebb2 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -4,25 +4,25 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * 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; @@ -57,27 +57,27 @@ in vec3 vary_position;  vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);  void mirrorClip(vec3 position); -void main()  +void main()  { -	mirrorClip(vary_position); -	vec4 color; +    mirrorClip(vary_position); +    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; +    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); +    vec4 fb = texture(screenTex, distort);  #else      vec4 fb = vec4(waterFogColorLinear, 0.0);  #endif -     +      fb = applyWaterFogViewLinearNoClip(vary_position, fb);      frag_color = max(fb, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b2a81aa025..a5592188a9 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; @@ -129,7 +129,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,  vec3 getPositionWithNDC(vec3 ndc); -void main()  +void main()  {      mirrorClip(vary_position);      vN = vary_normal; @@ -160,7 +160,7 @@ 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); @@ -171,7 +171,7 @@ 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)); @@ -185,13 +185,13 @@ 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)); @@ -235,7 +235,7 @@ 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); @@ -251,7 +251,7 @@ void main()      vec3 colorEmissive = vec3(0);      float ao = 1.0;      vec3 light_dir = transform_normal(lightDir); -     +      perceptualRoughness = 0.0;      metallic = 1.0; @@ -284,7 +284,7 @@ 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));  } | 
