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Puma_Viewer/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
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2025-05-24 18:09:39 -03:00

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GLSL

/**
* @file class1\environment\waterFogF.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 vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
// get a water fog color that will apply the appropriate haze to a color given
// a blend function of (ONE, SOURCE_ALPHA)
vec4 getWaterFogViewNoClip(vec3 pos)
{
vec3 view = normalize(pos);
//normalize view vector
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
float depth = length(pos - int_v);
//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 = pow(min(t1/t2*t3, 1.0), 1.0/1.7);
float D = pow(0.98, l*kd);
return vec4(srgb_to_linear(kc.rgb)*L, D);
}
vec4 getWaterFogView(vec3 pos)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return vec4(0,0,0,1);
}
return getWaterFogViewNoClip(pos);
}
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogView(pos);
color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogViewNoClip(pos);
color.rgb *= fogged.a;
color.rgb += fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return color;
}
return applyWaterFogViewLinearNoClip(pos, color);
}
// for post deferred shaders, apply sky and water fog in a way that is consistent with
// the deferred rendering haze post effects
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
{
bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0;
bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0;
if (eye_above_water)
{
if (!obj_above_water)
{
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
else
{
color.rgb = atmosFragLighting(color.rgb, additive, atten);
}
}
else
{
if (obj_above_water)
{
color.rgb = atmosFragLighting(color.rgb, additive, atten);
}
else
{
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
}
return color;
}