/** * @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 * $/LicenseInfo$ */ 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; }