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/**
* @file class3\environment\underWaterF.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
* $/LicenseInfo$
*/
out vec4 frag_color;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
#endif
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 vec3 waterFogColorLinear;
uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
in vec4 refCoord;
in vec4 littleWave;
in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
void main()
{
vec4 color;
//get detail normals
vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3 = texture(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;
#ifdef TRANSPARENT_WATER
vec4 fb = texture(screenTex, distort);
#else
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
fb = applyWaterFogViewLinearNoClip(vary_position, fb);
frag_color = max(fb, vec4(0));
}
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