/** * @file waterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2D noiseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; 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 vec2 screen_res; uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); varying vec4 refCoord; varying vec4 littleWave; varying vec4 view; varying vec4 vary_position; void main() { vec4 color; float dist = length(view.xy); //normalize view vector vec3 viewVec = normalize(view.xyz); //get wave 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; //get base fresnel components vec3 df = vec3( dot(viewVec, wave1), dot(viewVec, (wave2 + wave3) * 0.5), dot(viewVec, wave3) ) * fresnelScale + fresnelOffset; df *= df; 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); //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); 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+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); float shadow = 1.0; vec4 pos = vary_position; //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; vec4 spos = pos; //spec *= shadow; //color.rgb += spec * specular; //color.rgb = atmosTransport(color.rgb); //color.rgb = scaleSoftClip(color.rgb); //color.a = spec * sunAngle2; //wavef.z = -0.25f; wavef = normalize(wavef); wavef = (norm_mat*vec4(wavef, 1.0)).xyz; gl_FragData[0] = vec4(color.rgb, 0.75); gl_FragData[1] = vec4(1,1,1, 0.8); gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); }