77 lines
2.4 KiB
GLSL
77 lines
2.4 KiB
GLSL
/**
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* @file class3/deferred/waterHazeF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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out vec4 frag_color;
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// Inputs
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in vec4 vary_fragcoord;
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vec4 getPositionWithDepth(vec2 pos_screen, float depth);
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float getDepth(vec2 pos_screen);
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vec4 getWaterFogView(vec3 pos);
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uniform int above_water;
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uniform sampler2D exclusionTex;
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void main()
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{
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vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
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float depth = getDepth(tc.xy);
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float mask = texture(exclusionTex, tc.xy).r;
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if (above_water > 0)
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{
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// Just discard if we're in the exclusion mask.
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// The previous invisiprim hack we're replacing would also crank up water fog desntiy.
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// But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask.
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// - Geenz 2025-02-06
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if (mask < 1)
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{
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discard;
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}
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// we want to depth test when the camera is above water, but some GPUs have a hard time
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// with depth testing against render targets that are bound for sampling in the same shader
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// so we do it manually here
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float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5;
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if (cur_depth > depth)
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{
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discard;
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}
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}
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vec4 pos = getPositionWithDepth(tc, depth);
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vec4 fogged = getWaterFogView(pos.xyz);
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fogged.a = max(pow(fogged.a, 1.7), 0);
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frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
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}
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