/** * @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 * $/LicenseInfo$ */ #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; vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); bvec3 lte = lessThanEqual(cs,vec3(0.04045)); #ifdef OLD_SELECT vec3 result; result.r = lte.r ? low_range.r : high_range.r; result.g = lte.g ? low_range.g : high_range.g; result.b = lte.b ? low_range.b : high_range.b; return result; #else return mix(high_range, low_range, lte); #endif } vec3 linear_to_srgb(vec3 cl) { cl = clamp(cl, vec3(0), vec3(1)); vec3 low_range = cl * 12.92; vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; bvec3 lt = lessThan(cl,vec3(0.0031308)); #ifdef OLD_SELECT vec3 result; result.r = lt.r ? low_range.r : high_range.r; result.g = lt.g ? low_range.g : high_range.g; result.b = lt.b ? low_range.b : high_range.b; return result; #else return mix(high_range, low_range, lt); #endif } vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); return n.xy / f + 0.5; } vec4 applyWaterFog(vec4 color, vec3 viewVec) { //normalize view vector vec3 view = normalize(viewVec); float es = -view.z; //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); //get object depth float depth = length(viewVec); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity; float ks = waterFogKS; vec4 kc = waterFogColor; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); //return vec4(1.0, 0.0, 1.0, 1.0); return color * D + kc * L; //depth /= 10.0; //return vec4(depth,depth,depth,0.0); } 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(linear_to_srgb(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, 0.0); // normalxyz, displace }