underWaterF.glsl
上传用户:king477883
上传日期:2021-03-01
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文件大小:1k
- /**
- * @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;
- }