60 lines
1.6 KiB
GLSL
60 lines
1.6 KiB
GLSL
/**
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* @file class3/deferred/waterHazeV.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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in vec3 position;
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uniform vec2 screen_res;
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out vec4 vary_fragcoord;
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// forwards
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void setAtmosAttenuation(vec3 c);
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void setAdditiveColor(vec3 c);
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uniform vec4 waterPlane;
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uniform int above_water;
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uniform mat4 modelview_projection_matrix;
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void main()
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{
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//transform vertex
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vec4 pos = vec4(position.xyz, 1.0);
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if (above_water > 0)
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{
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pos = modelview_projection_matrix*pos;
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}
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gl_Position = pos;
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// appease OSX GLSL compiler/linker by touching all the varyings we said we would
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setAtmosAttenuation(vec3(1));
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setAdditiveColor(vec3(0));
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vary_fragcoord = pos;
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}
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