/** * @file underWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform float refScale; uniform vec4 waterFogColor; //bigWave is (refCoord.w, view.w); varying vec4 refCoord; varying vec4 littleWave; varying vec4 view; void main() { vec4 color; //get bigwave normal vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0; //get detail normals vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75; dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25; //interpolate between big waves and little waves (big waves in deep water) wavef = (wavef+dcol)*0.5; //crunch normal to range [-1,1] wavef -= vec3(1,1,1); //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); gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999); gl_FragColor.a = fb.a; }