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-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl196
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl258
6 files changed, 400 insertions, 187 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 8c8bd6d0d5..ad105c616c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -23,55 +23,10 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-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 float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+// debug stub
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;
-
- vec4 fb = texture2D(screenTex, distort);
-
- frag_color = applyWaterFogView(view.xyz, fb);
+ frag_color = vec4(0, 1, 1, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 7dbba12502..011b3c8643 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -75,10 +75,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
+ if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ return color;
+ }
+
vec3 view = normalize(pos);
//normalize view vector
float es = -(dot(view, waterPlane.xyz));
+
//find intersection point with water plane and eye vector
//get eye depth
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index b51583de26..d485379a56 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -22,40 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+//class2/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
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
-
uniform sampler2D refTex;
uniform float sunAngle;
@@ -70,17 +52,12 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec4 waterFogColor;
//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)
{
@@ -88,37 +65,15 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
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);
-
-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);
+
+ float dist = length(view.xy);
//normalize view vector
- vec3 viewVec = normalize(pos.xyz);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
@@ -126,6 +81,7 @@ void main()
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 = texture2D(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;
@@ -134,15 +90,6 @@ void main()
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
@@ -151,6 +98,7 @@ void main()
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
+ df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -161,85 +109,57 @@ void main()
vec2 dmod_scale = vec2(dmod*dmod, dmod);
- float df1 = df.x + df.y + df.z;
-
- //wavef = normalize(wavef - vary_normal);
- //wavef = vary_normal;
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
- vec3 waver = reflect(viewVec, -wavef)*3;
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
- distort2 = clamp(distort2, vec2(0), vec2(0.99));
-
- 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 1
- 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));
- }
-#endif
-
- fb = applyWaterFogViewLinear(refPos, fb);
-
- 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);
- 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;
- 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;
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
+
frag_color = color;
#if defined(WATER_EDGE)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index e5ffe55163..eea497bce5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -86,7 +86,7 @@ vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
// PBR interface
@@ -236,7 +236,7 @@ void main()
}
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
+ vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
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..819e6dcf15
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -0,0 +1,74 @@
+/**
+ * @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;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+
+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 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;
+
+ vec4 fb = texture2D(screenTex, distort);
+
+ frag_color = applyWaterFogViewLinear(vary_position, fb);
+}
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..4c361884a5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -0,0 +1,258 @@
+/**
+ * @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;
+uniform sampler2D screenTex;
+uniform sampler2D screenDepth;
+
+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;
+
+
+//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);
+
+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));
+
+ 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);
+
+ 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);
+ 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
+
+}
+