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/**
* @file underWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform float refScale;
uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
void main()
{
vec4 color;
//get bigwave normal
vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
//get detail normals
vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
//interpolate between big waves and little waves (big waves in deep water)
wavef = (wavef+dcol)*0.5;
//crunch normal to range [-1,1]
wavef -= vec3(1,1,1);
//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);
gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
gl_FragColor.a = fb.a;
}
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