summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
blob: 223e55eb69487d45edac47d99e7a27cfe92bed01 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
/**
 * @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));
}