/** * @file waterF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, 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 * $/LicenseInfo$ */ // class3/environment/waterF.glsl #define WATER_MINIMAL_PLUS 1 out vec4 frag_color; #ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif vec3 scaleSoftClipFragLinear(vec3 l); 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); void mirrorClip(vec3 pos); // PBR interface vec2 BRDF(float NoV, float roughness); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); void 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, out vec3 diffuse, out vec3 specular); void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera vec3 l, // surface point to light out float nl, out vec3 diff, out vec3 spec); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 pos, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten); uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; #ifdef TRANSPARENT_WATER uniform sampler2D screenTex; uniform sampler2D depthMap; #endif uniform sampler2D exclusionTex; uniform int classic_mode; uniform vec3 lightDir; uniform vec3 specular; uniform float blurMultiplier; uniform float refScale; uniform float kd; uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; //bigWave is (refCoord.w, view.w); in vec4 refCoord; in vec4 littleWave; in 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); vec3 linear_to_srgb(vec3 col); vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); vec3 toneMapNoExposure(vec3 color); vec3 vN, vT, vB; vec3 transform_normal(vec3 vNt) { return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); } void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit); vec3 getPositionWithNDC(vec3 ndc); void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3) { // Generate all of our wave normals. // We layer these back and forth. vec2 bigwave = vec2(refCoord.w, view.w); vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0; vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0; vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0; vec3 wave1_b = texture(bumpMap2, bigwave).xyz * 2.0 - 1.0; vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz * 2.0 - 1.0; vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz * 2.0 - 1.0; wave1 = BlendNormal(wave1_a, wave1_b); wave2 = BlendNormal(wave2_a, wave2_b); wave3 = BlendNormal(wave3_a, wave3_b); } void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave1, vec3 wave2, vec3 wave3, vec3 wavef) { // We calculate the fresnel here. // We do this by getting the dot product for each sets of waves, and applying scale and offset. df3 = max(vec3(0), vec3( dot(viewVec, wave1), dot(viewVec, (wave2 + wave3) * 0.5), dot(viewVec, wave3) ) * fresnelScale + fresnelOffset); df3 *= df3; df2 = max(vec2(0), vec2( df3.x + df3.y + df3.z, dot(viewVec, wavef) * fresnelScale + fresnelOffset )); } void main() { mirrorClip(vary_position); vN = vary_normal; vT = vary_tangent; vB = cross(vN, vT); vec3 pos = vary_position.xyz; float linear_depth = 1 / -pos.z; float dist = length(pos.xyz); //normalize view vector vec3 viewVec = normalize(pos.xyz); // Setup our waves. vec3 wave1 = vec3(0, 0, 1); vec3 wave2 = vec3(0, 0, 1); vec3 wave3 = vec3(0, 0, 1); generateWaveNormals(wave1, wave2, wave3); float dmod = sqrt(dist); vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; vec3 df3 = vec3(0); vec2 df2 = vec2(0); vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef); vec3 waver = wavef*3; vec3 up = transform_normal(vec3(0,0,1)); float vdu = -dot(viewVec, up)*2; vec3 wave_ibl = wavef * normScale; wave_ibl.z *= 2.0; wave_ibl = transform_normal(normalize(wave_ibl)); vec3 norm = transform_normal(normalize(wavef)); vdu = clamp(vdu, 0, 1); //wavef.z *= max(vdu*vdu*vdu, 0.1); wavef = normalize(wavef); //wavef = vec3(0, 0, 1); wavef = transform_normal(wavef); float dist2 = dist; dist = max(dist, 5.0); //figure out distortion vector (ripply) vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2; distort2 = clamp(distort2, vec2(0), vec2(0.999)); float shadow = 1.0f; float water_mask = texture(exclusionTex, distort).r; #ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); #endif vec3 sunlit_linear = (sunlit); float fade = 1; #ifdef TRANSPARENT_WATER float depth = texture(depthMap, distort).r; vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); if (pos.z < refPos.z - 0.05) { distort2 = distort; } vec4 fb = texture(screenTex, distort2); #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); if (water_mask < 1) discard; #endif float metallic = 1.0; float perceptualRoughness = blurMultiplier; float gloss = 1 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); vec3 legacyenv = vec3(0); // TODO: Make this an option. #ifdef WATER_MINIMAL sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); #elif WATER_MINIMAL_PLUS sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, false, amblit); #endif vec3 diffuseColor = vec3(0); vec3 specularColor = vec3(0); vec3 specular_linear = srgb_to_linear(specular); calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); vec3 colorEmissive = vec3(0); float ao = 1.0; vec3 light_dir = transform_normal(lightDir); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); float nl = 0; vec3 diffPunc = vec3(0); vec3 specPunc = vec3(0); pbrPunctual(diffuseColor, specularColor, perceptualRoughness * perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow; radiance *= df2.y; //radiance = toneMapNoExposure(radiance); vec3 color = vec3(0); color = mix(fb.rgb, radiance, min(1, df2.x)) + punctual.rgb; float water_haze_scale = 4; if (classic_mode > 0) water_haze_scale = 1; // This looks super janky, but we do this to restore water haze in the distance. // These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday. // color = mix(color, additive * water_haze_scale, (1 - atten)); // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance. fade *= 60; fade = min(1, fade); color = mix(fb.rgb, color, fade); float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0); frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0))); }