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/**
* @file underWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2D screenDepth;
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 float waterFogDensity;
uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
//normalize view vector
vec3 view = normalize(viewVec);
float es = -view.z;
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
//get object depth
float depth = length(viewVec);
//get "thickness" of water
float l = max(depth, 0.1);
float kd = waterFogDensity;
float ks = waterFogKS;
vec4 kc = waterFogColor;
float F = 0.98;
float t1 = -kd * pow(F, ks * e0);
float t2 = kd + ks * es;
float t3 = pow(F, t2*l) - 1.0;
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
//return vec4(1.0, 0.0, 1.0, 1.0);
return color * D + kc * L;
//depth /= 10.0;
//return vec4(depth,depth,depth,0.0);
}
void main()
{
vec4 color;
//get detail 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;
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;
vec4 fb = texture2D(screenTex, distort);
gl_FragColor = applyWaterFog(fb,view.xyz);
}
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