/** * @file class3/deferred/waterHazeF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, 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 * $/LicenseInfo$ */ out vec4 frag_color; // Inputs in vec4 vary_fragcoord; vec4 getPositionWithDepth(vec2 pos_screen, float depth); float getDepth(vec2 pos_screen); vec4 getWaterFogView(vec3 pos); uniform int above_water; uniform sampler2D exclusionTex; void main() { vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; float depth = getDepth(tc.xy); float mask = texture(exclusionTex, tc.xy).r; if (above_water > 0) { // Just discard if we're in the exclusion mask. // The previous invisiprim hack we're replacing would also crank up water fog desntiy. // But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask. // - Geenz 2025-02-06 if (mask < 1) { discard; } // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5; if (cur_depth > depth) { discard; } } vec4 pos = getPositionWithDepth(tc, depth); vec4 fogged = getWaterFogView(pos.xyz); fogged.a = max(pow(fogged.a, 1.7), 0); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results }