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/**
* @file class3/deferred/waterHazeF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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;
// Inputs
in vec4 vary_fragcoord;
uniform sampler2D normalMap;
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
vec4 getWaterFogView(vec3 pos);
uniform int above_water;
void main()
{
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
float depth = getDepth(tc.xy);
if (above_water > 0)
{
// we want to depth test when the camera is above water, but some GPUs have a hard time
// with depth testing against render targets that are bound for sampling in the same shader
// so we do it manually here
float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5;
if (cur_depth > depth)
{
discard;
}
}
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture(normalMap, tc);
vec4 fogged = getWaterFogView(pos.xyz);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
}
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