46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
/**
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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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