89 lines
1.9 KiB
GLSL
89 lines
1.9 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 sampler2D refTex;
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uniform sampler2D screenDepth;
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uniform vec4 fogCol;
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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 vec2 fbScale;
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uniform float refScale;
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uniform float znear;
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uniform float zfar;
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uniform float kd;
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uniform vec4 waterPlane;
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uniform vec3 eyeVec;
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uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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uniform vec2 screenRes;
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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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vec4 applyWaterFog(vec4 color, vec3 viewVec)
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{
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//normalize view vector
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vec3 view = normalize(viewVec);
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float es = -view.z;
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//find intersection point with water plane and eye vector
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//get eye depth
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float e0 = max(-waterPlane.w, 0.0);
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//get object depth
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float depth = length(viewVec);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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float F = 0.98;
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float t1 = -kd * pow(F, ks * e0);
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float t2 = kd + ks * es;
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float t3 = pow(F, t2*l) - 1.0;
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float L = min(t1/t2*t3, 1.0);
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float D = pow(0.98, l*kd);
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//return vec4(1.0, 0.0, 1.0, 1.0);
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return color * D + kc * L;
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//depth /= 10.0;
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//return vec4(depth,depth,depth,0.0);
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}
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void main()
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{
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vec4 color;
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//get detail normals
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vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
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vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
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vec3 wavef = normalize(wave1+wave2+wave3);
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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 = applyWaterFog(fb,view.xyz);
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}
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