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/**
* @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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2D noiseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
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 vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
bvec3 lte = lessThanEqual(cs,vec3(0.04045));
#ifdef OLD_SELECT
vec3 result;
result.r = lte.r ? low_range.r : high_range.r;
result.g = lte.g ? low_range.g : high_range.g;
result.b = lte.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lte);
#endif
}
vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
bvec3 lt = lessThan(cl,vec3(0.0031308));
#ifdef OLD_SELECT
vec3 result;
result.r = lt.r ? low_range.r : high_range.r;
result.g = lt.g ? low_range.g : high_range.g;
result.b = lt.b ? low_range.b : high_range.b;
return result;
#else
return mix(high_range, low_range, lt);
#endif
}
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
void main()
{
vec4 color;
float dist = length(view.xy);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
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);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, color); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
}
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