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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
* $/LicenseInfo$
*/
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
vec3 applyWaterFog(vec4 inColor);
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform float scaledAngle;
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 vec4 fogCol;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
void main()
{
vec3 viewVec = view.xyz;
vec4 color;
float dist = length(viewVec.xy);
//normalize view vector
viewVec = normalize(viewVec);
//get wave normals
vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
//get detail normals
vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
//interpolate between big waves and little waves (big waves in deep water)
wavef = (wavef + dcol) * 0.5;
//crunch normal to range [-1,1]
wavef -= vec3(1,1,1);
wavef = normalize(wavef);
//get base fresnel components
float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
//get reflected color
vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
vec2 refvec = distort+refdistort/dist;
vec4 refcol = texture2D(refTex, refvec);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, lightExp);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
color.rgb += spec * specular;
//color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
gl_FragColor = color;
}
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