/** * @file class1\environment\waterV.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 mat4 modelview_matrix; uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); uniform vec2 waveDir1; uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; uniform vec3 lightDir; VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; out vec3 vary_position; out vec3 vary_light_dir; out vec3 vary_tangent; out vec3 vary_normal; out vec2 vary_fragcoord; float wave(vec2 v, float t, float f, vec2 d, float s) { return (dot(d, v)*f + t*s)*f; } void main() { //transform vertex vec4 pos = vec4(position.xyz, 1.0); mat4 modelViewProj = modelview_projection_matrix; vary_position = (modelview_matrix * pos).xyz; vary_light_dir = normal_matrix * lightDir; vary_normal = normal_matrix * vec3(0, 0, 1); vary_tangent = normal_matrix * vec3(1, 0, 0); vec4 oPosition; //get view vector vec3 oEyeVec; oEyeVec.xyz = pos.xyz-eyeVec; float d = length(oEyeVec.xy); float ld = min(d, 2560.0); pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; oPosition = vec4(position, 1.0); // oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) vec3 v = pos.xyz; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; view.w = bigWave.y; refCoord.w = bigWave.x; gl_Position = oPosition; }