/** * @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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif vec3 scaleSoftClipFragLinear(vec3 l); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); // PBR interface vec3 pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector float perceptualRoughness); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera vec3 l); //surface point to light uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; uniform sampler2D screenDepth; uniform sampler2D refTex; uniform float sunAngle; uniform float sunAngle2; 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 waterFogColor; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; in vec3 vary_position; in vec3 vary_normal; in vec3 vary_tangent; in vec3 vary_light_dir; vec3 BlendNormal(vec3 bump1, vec3 bump2) { vec3 n = mix(bump1, bump2, blend_factor); return n; } vec3 srgb_to_linear(vec3 col); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec3 pos, vec3 norm, float glossiness, float envIntensity); vec3 vN, vT, vB; vec3 transform_normal(vec3 vNt) { return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness); vec3 getPositionWithNDC(vec3 ndc); void main() { vec4 color; vN = vary_normal; vT = vary_tangent; vB = cross(vN, vT); vec3 pos = vary_position.xyz; float dist = length(pos.xyz); //normalize view vector vec3 viewVec = normalize(pos.xyz); //get wave normals vec2 bigwave = vec2(refCoord.w, view.w); vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0; vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; vec3 wave1 = BlendNormal(wave1_a, wave1_b); vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); wave1 = transform_normal(wave1); wave2 = transform_normal(wave2); wave3 = transform_normal(wave3); vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); //get base fresnel components vec3 df = vec3( dot(viewVec, wave1), dot(viewVec, (wave2 + wave3) * 0.5), dot(viewVec, wave3) ) * fresnelScale + fresnelOffset; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; float dist2 = dist; dist = max(dist, 5.0); float dmod = sqrt(dist); vec2 dmod_scale = vec2(dmod*dmod, dmod); float df1 = df.x + df.y + df.z; //wavef = normalize(wavef - vary_normal); //wavef = vary_normal; vec3 waver = reflect(viewVec, -wavef)*3; //figure out distortion vector (ripply) vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); distort2 = clamp(distort2, vec2(0), vec2(0.99)); vec4 fb = texture2D(screenTex, distort2); float depth = texture2D(screenDepth, distort2).r; vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); #if 1 if (refPos.z > pos.z-0.05) { //we sampled an above water sample, don't distort distort2 = distort; fb = texture2D(screenTex, distort2); depth = texture2D(screenDepth, distort2).r; refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } #endif fb = applyWaterFogViewLinear(refPos, fb); vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles vec3 v = -viewVec; float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness float roughness = 0.1; float gloss = 1.0 - roughness; vec3 baseColor = vec3(0.25); vec3 f0 = vec3(0.04); vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); diffuseColor *= gloss; vec3 specularColor = mix(f0, baseColor.rgb, metallic); vec3 refnorm = normalize(wavef + vary_normal); //vec3 refnorm = wavef; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); radiance *= 0.5; irradiance = fb.rgb; color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); // fudge -- for punctual lighting, pretend water is metallic diffuseColor = vec3(0); specularColor = vec3(1); roughness = 0.1; float scol = 1.0; // TODO -- incorporate shadow map color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); color.rgb = scaleSoftClipFragLinear(color.rgb); color.a = 0.f; //color.rgb = fb.rgb; //color.rgb = vec3(depth*depth*depth*depth); //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); //color.rgb = radiance; frag_color = color; #if defined(WATER_EDGE) gl_FragDepth = 0.9999847f; #endif }