55 lines
1.1 KiB
GLSL
55 lines
1.1 KiB
GLSL
/**
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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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uniform vec4 lightnorm;
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uniform vec4 waterPlane;
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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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vec3 getPositionEye();
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vec4 applyWaterFog(vec4 color)
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{
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//normalize view vector
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vec3 view = normalize(getPositionEye());
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float es = -(dot(view, waterPlane.xyz));
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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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vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
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//get object depth
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float depth = length(getPositionEye() - int_v);
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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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color.rgb = color.rgb * D + kc.rgb * L;
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color.a = kc.a + color.a;
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return color;
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}
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