Imported existing code
This commit is contained in:
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/**
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* @file terrainF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D detail0;
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uniform sampler2D detail1;
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uniform sampler2D alphaRamp;
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void main()
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{
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float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
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vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
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texture2D(detail0, gl_TexCoord[0].xy).rgb,
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a);
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gl_FragColor.rgb = color;
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gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
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}
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/**
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* @file terrainV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
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{
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vec4 tcoord;
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tcoord.x = dot(vpos, tp0);
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tcoord.y = dot(vpos, tp1);
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tcoord.z = tc.z;
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tcoord.w = tc.w;
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tcoord = mat * tcoord;
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return tcoord;
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}
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void main()
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{
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//transform vertex
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 pos = gl_ModelViewMatrix * gl_Vertex;
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
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gl_FrontColor = color;
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gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
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gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
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gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
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gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
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}
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/**
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* @file terrainWaterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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// this class1 shader is just a copy of terrainF
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uniform sampler2D detail0;
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uniform sampler2D detail1;
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uniform sampler2D alphaRamp;
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void main()
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{
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float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
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vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
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texture2D(detail0, gl_TexCoord[0].xy).rgb,
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a);
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gl_FragColor.rgb = color;
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gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
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}
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/**
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* @file underWaterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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uniform sampler2D screenTex;
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uniform float refScale;
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uniform vec4 waterFogColor;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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void main()
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{
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vec4 color;
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//get bigwave normal
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vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
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//get detail normals
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vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
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dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
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//interpolate between big waves and little waves (big waves in deep water)
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wavef = (wavef+dcol)*0.5;
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//crunch normal to range [-1,1]
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wavef -= vec3(1,1,1);
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//figure out distortion vector (ripply)
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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distort = distort+wavef.xy*refScale;
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vec4 fb = texture2D(screenTex, distort);
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gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
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gl_FragColor.a = fb.a;
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}
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/**
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* @file waterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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vec3 applyWaterFog(vec4 inColor);
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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uniform sampler2D screenTex;
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uniform sampler2D refTex;
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uniform float sunAngle;
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uniform float sunAngle2;
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uniform float scaledAngle;
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uniform vec3 lightDir;
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uniform vec3 specular;
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uniform float lightExp;
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uniform float refScale;
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uniform float kd;
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uniform vec2 screenRes;
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uniform vec3 normScale;
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uniform float fresnelScale;
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uniform float fresnelOffset;
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uniform float blurMultiplier;
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uniform vec4 fogCol;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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void main()
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{
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vec3 viewVec = view.xyz;
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vec4 color;
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float dist = length(viewVec.xy);
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//normalize view vector
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viewVec = normalize(viewVec);
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//get wave normals
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vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
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//get detail normals
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vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
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dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
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//interpolate between big waves and little waves (big waves in deep water)
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wavef = (wavef + dcol) * 0.5;
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//crunch normal to range [-1,1]
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wavef -= vec3(1,1,1);
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wavef = normalize(wavef);
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//get base fresnel components
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float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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float dist2 = dist;
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dist = max(dist, 5.0);
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//get reflected color
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vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
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vec2 refvec = distort+refdistort/dist;
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vec4 refcol = texture2D(refTex, refvec);
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//get specular component
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float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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spec = pow(spec, lightExp);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
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color.rgb += spec * specular;
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//color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.a = spec * sunAngle2;
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gl_FragColor = color;
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}
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/**
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* @file waterFogF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec4 applyWaterFog(vec4 color)
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{
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// GL_EXP2 Fog
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//float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
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// GL_EXP Fog
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// float fog = exp(-gl_Fog.density * gl_FogFragCoord);
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// GL_LINEAR Fog
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float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
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fog = clamp(fog, 0.0, 1.0);
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
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return color;
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}
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/**
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* @file waterV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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void calcAtmospherics(vec3 inPositionEye);
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uniform vec2 d1;
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uniform vec2 d2;
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uniform float time;
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uniform vec3 eyeVec;
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uniform float waterHeight;
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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float wave(vec2 v, float t, float f, vec2 d, float s)
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{
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return (dot(d, v)*f + t*s)*f;
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}
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void main()
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{
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//transform vertex
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vec4 position = gl_Vertex;
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mat4 modelViewProj = gl_ModelViewProjectionMatrix;
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vec4 oPosition;
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//get view vector
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vec3 oEyeVec;
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oEyeVec.xyz = position.xyz-eyeVec;
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float d = length(oEyeVec.xy);
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float ld = min(d, 2560.0);
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position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
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view.xyz = oEyeVec;
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d = clamp(ld/1536.0-0.5, 0.0, 1.0);
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d *= d;
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oPosition = position;
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oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
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oPosition = modelViewProj * oPosition;
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refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
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//get wave position parameter (create sweeping horizontal waves)
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vec3 v = position.xyz;
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v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
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//push position for further horizon effect.
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position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
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position.w = 1.0;
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position = position*gl_ModelViewMatrix;
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calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
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//pass wave parameters to pixel shader
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vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
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//get two normal map (detail map) texture coordinates
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littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
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littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
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view.w = bigWave.y;
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refCoord.w = bigWave.x;
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gl_Position = oPosition;
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}
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