/** * @file 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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #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 waterFogDensity; uniform float waterFogKS; uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; vec2 encode_normal(vec3 n); 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_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) }