/** * @file waterF.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 * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif 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; 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; } 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 an nvidia compiler bug color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); vec4 pos = vary_position; color.rgb += spec * specular; color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); frag_data[0] = vec4(color.rgb, color); // diffuse frag_data[1] = vec4(0); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 }