/** * @file class3\environment\underWaterF.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 * $/LicenseInfo$ */ out vec4 frag_color; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; #ifdef TRANSPARENT_WATER uniform sampler2D screenTex; #endif uniform vec4 fogCol; uniform vec3 lightDir; uniform vec3 specular; uniform float lightExp; uniform vec2 fbScale; uniform float refScale; uniform float znear; uniform float zfar; uniform float kd; uniform vec4 waterPlane; uniform vec3 eyeVec; uniform vec4 waterFogColor; uniform vec3 waterFogColorLinear; uniform float waterFogKS; uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); in vec4 refCoord; in vec4 littleWave; in vec4 view; in vec3 vary_position; vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color); void main() { vec4 color; //get detail normals vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; distort = distort+wavef.xy*refScale; #ifdef TRANSPARENT_WATER vec4 fb = texture(screenTex, distort); #else vec4 fb = vec4(waterFogColorLinear, 0.0); #endif fb = applyWaterFogViewLinearNoClip(vary_position, fb); frag_color = max(fb, vec4(0)); }