Imported existing code

This commit is contained in:
Hazim Gazov
2010-04-02 02:48:44 -03:00
parent 48fbc5ae91
commit 7a86d01598
13996 changed files with 2468699 additions and 0 deletions

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/**
* @file terrainF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D detail_0;
uniform sampler2D detail_1;
uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 color);
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}

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/**
* @file terrainV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
tcoord.z = tc.z;
tcoord.w = tc.w;
tcoord = mat * tcoord;
return tcoord;
}
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
/// Potentially better without it for water.
pos /= pos.w;
calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
gl_FrontColor = color;
// Transform and pass tex coords
gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
vec4 t = gl_MultiTexCoord1;
gl_TexCoord[0].zw = t.xy;
gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
}

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/**
* @file terrainWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D detail_0;
uniform sampler2D detail_1;
uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
outColor = applyWaterFog(outColor);
gl_FragColor = outColor;
}

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/**
* @file underWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2D screenDepth;
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 float waterFogDensity;
uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
//normalize view vector
vec3 view = normalize(viewVec);
float es = -view.z;
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
//get object depth
float depth = length(viewVec);
//get "thickness" of water
float l = max(depth, 0.1);
float kd = waterFogDensity;
float ks = waterFogKS;
vec4 kc = waterFogColor;
float F = 0.98;
float t1 = -kd * pow(F, ks * e0);
float t2 = kd + ks * es;
float t3 = pow(F, t2*l) - 1.0;
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
//return vec4(1.0, 0.0, 1.0, 1.0);
return color * D + kc * L;
//depth /= 10.0;
//return vec4(depth,depth,depth,0.0);
}
void main()
{
vec4 color;
//get detail normals
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3 = texture2D(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;
vec4 fb = texture2D(screenTex, distort);
gl_FragColor = applyWaterFog(fb,view.xyz);
}

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/**
* @file waterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
void main()
{
vec4 color;
float dist = length(view.xy);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
gl_FragColor = color;
}

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/**
* @file waterFogF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform vec4 lightnorm;
uniform vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
vec3 getPositionEye();
vec4 applyWaterFog(vec4 color)
{
//normalize view vector
vec3 view = normalize(getPositionEye());
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
float depth = length(getPositionEye() - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
float kd = waterFogDensity;
float ks = waterFogKS;
vec4 kc = waterFogColor;
float F = 0.98;
float t1 = -kd * pow(F, ks * e0);
float t2 = kd + ks * es;
float t3 = pow(F, t2*l) - 1.0;
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
color.a = kc.a + color.a;
return color;
}