113 lines
2.9 KiB
GLSL
113 lines
2.9 KiB
GLSL
/**
|
|
* @file underWaterF.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2007, Linden Research, Inc.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation;
|
|
* version 2.1 of the License only.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#ifdef DEFINE_GL_FRAGCOLOR
|
|
out vec4 frag_color;
|
|
#else
|
|
#define frag_color gl_FragColor
|
|
#endif
|
|
|
|
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);
|
|
|
|
frag_color = applyWaterFog(fb,view.xyz);
|
|
}
|