/** * @file class3/deferred/waterHazeV.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 * $/LicenseInfo$ */ in vec3 position; uniform vec2 screen_res; out vec4 vary_fragcoord; // forwards void setAtmosAttenuation(vec3 c); void setAdditiveColor(vec3 c); uniform vec4 waterPlane; uniform int above_water; uniform mat4 modelview_projection_matrix; void main() { //transform vertex vec4 pos = vec4(position.xyz, 1.0); if (above_water > 0) { pos = modelview_projection_matrix*pos; } gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); vary_fragcoord = pos; }