96 lines
2.2 KiB
GLSL
96 lines
2.2 KiB
GLSL
/**
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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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