/** * @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 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); // get a water fog color that will apply the appropriate haze to a color given // a blend function of (ONE, SOURCE_ALPHA) vec4 getWaterFogViewNoClip(vec3 pos) { 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); return vec4(srgb_to_linear(kc.rgb*L), D); } vec4 getWaterFogView(vec3 pos) { if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) { return vec4(0,0,0,1); } return getWaterFogViewNoClip(pos); } vec4 applyWaterFogView(vec3 pos, vec4 color) { vec4 fogged = getWaterFogView(pos); color.rgb = color.rgb * fogged.a + fogged.rgb; return color; } vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color) { vec4 fogged = getWaterFogViewNoClip(pos); color.rgb *= fogged.a; color.rgb += fogged.rgb; return color; } vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) { if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) { return color; } return applyWaterFogViewLinearNoClip(pos, color); } // for post deferred shaders, apply sky and water fog in a way that is consistent with // the deferred rendering haze post effects vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color) { bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0; bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0; if (eye_above_water) { if (!obj_above_water) { color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; } else { color.rgb = atmosFragLighting(color.rgb, additive, atten); } } else { if (obj_above_water) { color.rgb = atmosFragLighting(color.rgb, additive, atten); } else { color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; } } return color; }