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/**
* @file class3/deferred/waterHazeV.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
* $/LicenseInfo$
*/
in vec3 position;
uniform vec2 screen_res;
out vec4 vary_fragcoord;
// forwards
void setAtmosAttenuation(vec3 c);
void setAdditiveColor(vec3 c);
uniform vec4 waterPlane;
uniform int above_water;
uniform mat4 modelview_projection_matrix;
void main()
{
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
if (above_water > 0)
{
pos = modelview_projection_matrix*pos;
}
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
vary_fragcoord = pos;
}
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