/** * @file class1\environment\waterFogF.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 vec4 waterPlane; uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; vec3 getPositionEye(); vec3 srgb_to_linear(vec3 col); vec4 applyWaterFogView(vec3 pos, vec4 color) { vec3 view = normalize(pos); //normalize view vector float es = -(dot(view, waterPlane.xyz)); //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); //get object depth float depth = length(pos - int_v); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity; float ks = waterFogKS; vec4 kc = waterFogColor; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; return color; } vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit) { vec3 view = normalize(pos); //normalize view vector float es = -(dot(view, waterPlane.xyz)); //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w / es : vec3(0.0, 0.0, 0.0); //get object depth float depth = length(pos - int_v); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity*1.3; float ks = waterFogKS; vec4 kc = waterFogColor; kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear kc.rgb *= sunlit; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2 * l) - 1.0; float L = min(t1 / t2 * t3, 1.0); float D = pow(0.98, l * kd); color.rgb = color.rgb * D + kc.rgb * L; return color; } vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit) { if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) { return color; } return applyWaterFogViewLinearNoClip(pos, color, sunlit); } vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) { return applyWaterFogViewLinear(pos, color, vec3(1)); } vec4 applyWaterFog(vec4 color) { //normalize view vector return applyWaterFogViewLinear(getPositionEye(), color); }