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2025-05-24 18:09:39 -03:00
parent 76e6359dad
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/**
* @file class1\environment\waterV.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
* $/LicenseInfo$
*/
uniform mat4 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
void calcAtmospherics(vec3 inPositionEye);
uniform vec2 waveDir1;
uniform vec2 waveDir2;
uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
uniform vec3 lightDir;
out vec4 refCoord;
out vec4 littleWave;
out vec4 view;
out vec3 vary_position;
out vec3 vary_light_dir;
out vec3 vary_tangent;
out vec3 vary_normal;
out vec2 vary_fragcoord;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
return (dot(d, v)*f + t*s)*f;
}
void main()
{
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
mat4 modelViewProj = modelview_projection_matrix;
vary_position = (modelview_matrix * pos).xyz;
vary_light_dir = normal_matrix * lightDir;
vary_normal = normal_matrix * vec3(0, 0, 1);
vary_tangent = normal_matrix * vec3(1, 0, 0);
vec4 oPosition;
//get view vector
vec3 oEyeVec;
oEyeVec.xyz = pos.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
oPosition = vec4(position, 1.0);
// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
vec3 v = pos.xyz;
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
//push position for further horizon effect.
pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
pos.w = 1.0;
pos = modelview_matrix*pos;
calcAtmospherics(pos.xyz);
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
//get two normal map (detail map) texture coordinates
littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13;
littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
view.w = bigWave.y;
refCoord.w = bigWave.x;
gl_Position = oPosition;
}