/** * @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 * $/LicenseInfo$ */ vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); vec3 applyWaterFog(vec4 inColor); uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; uniform float sunAngle; uniform float sunAngle2; uniform float scaledAngle; 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 vec4 fogCol; //bigWave is (refCoord.w, view.w); varying vec4 refCoord; varying vec4 littleWave; varying vec4 view; void main() { vec3 viewVec = view.xyz; vec4 color; float dist = length(viewVec.xy); //normalize view vector viewVec = normalize(viewVec); //get wave normals 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); wavef = normalize(wavef); //get base fresnel components float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; float dist2 = dist; dist = max(dist, 5.0); //get reflected color vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333)); vec2 refvec = distort+refdistort/dist; vec4 refcol = texture2D(refTex, refvec); //get specular component float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular spec = pow(spec, lightExp); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0); vec4 fb = texture2D(screenTex, distort2); //mix with reflection color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df); color.rgb += spec * specular; //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; gl_FragColor = color; }