359 lines
12 KiB
GLSL
359 lines
12 KiB
GLSL
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// SPDX-FileCopyrightText: (C) 2022 Stuart Buchanan stuart13@gmail.com
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Helper functions for WS30 water implementation, heavily based on the
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// water-ALS-base.frag and waterr_ALS-high.frag
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#version 130
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#extension GL_EXT_texture_array : enable
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// Hardcoded indexes into the texture atlas
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const int ATLAS_INDEX_WATER = 0;
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const int ATLAS_INDEX_WATER_REFLECTION = 1;
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const int ATLAS_INDEX_WAVES_VERT10_NM = 2;
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const int ATLAS_INDEX_WATER_SINE_NMAP = 3;
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const int ATLAS_INDEX_WATER_REFLECTION_GREY = 4;
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const int ATLAS_INDEX_SEA_FOAM = 5;
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const int ATLAS_INDEX_PERLIN_NOISE_NM = 6;
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const int ATLAS_INDEX_OCEAN_DEPTH = 7;
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const int ATLAS_INDEX_GLOBAL_COLORS = 8;
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const int ATLAS_INDEX_PACKICE_OVERLAY = 9;
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// WS30 uniforms
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uniform sampler2DArray textureArray;
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uniform float ground_scattering;
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uniform float overcast;
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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// Water.eff uniforms
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uniform float sea_r;
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uniform float sea_g;
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uniform float sea_b;
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uniform float osg_SimulationTime;
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uniform float WindN;
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uniform float WindE;
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uniform float WaveFreq;
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uniform float WaveAmp;
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uniform float WaveSharp;
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uniform float WaveAngle;
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uniform float WaveFactor;
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uniform float saturation;
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// WS30 varying
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varying vec3 relPos;
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// Water.eff varying
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varying float earthShade;
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varying vec3 lightdir;
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec4 waterTex4;
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varying vec3 specular_light;
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//WS3.0 varying
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varying float steepness;
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/////// functions /////////
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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// wave functions ///////////////////////
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struct Wave {
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float freq; // 2*PI / wavelength
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float amp; // amplitude
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float phase; // speed * 2*PI / wavelength
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vec2 dir;
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};
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
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Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
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Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
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float evaluateWave(in Wave w, in vec2 pos, in float t) {
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return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
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}
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// derivative of wave function
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float evaluateWaveDeriv(in Wave w, in vec2 pos, in float t) {
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return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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// sharp wave functions
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float evaluateWaveSharp(in Wave w, in vec2 pos, in float t, in float k) {
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return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
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}
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float evaluateWaveDerivSharp(in Wave w, in vec2 pos, in float t, in float k) {
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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void sumWaves(in float angle, in float dangle, in float windScale, in float factor, out float ddx, float ddy) {
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mat4 RotationMatrix;
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float deriv;
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vec4 P = waterTex1 * 1024;
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rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
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P *= RotationMatrix;
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P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
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deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
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ddx = deriv * wave0.dir.x;
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ddy = deriv * wave0.dir.y;
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//P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
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//deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
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//ddx += deriv * wave1.dir.x;
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//ddy += deriv * wave1.dir.y;
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P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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ddx += deriv * wave2.dir.x;
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ddy += deriv * wave2.dir.y;
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//P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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//deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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//ddx += deriv * wave3.dir.x;
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//ddy += deriv * wave3.dir.y;
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}
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vec4 generateWaterTexel()
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{
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vec4 texel;
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float dist = length(relPos);
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float tileScale = 1 / (fg_tileHeight + fg_tileWidth) / 2.0;
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vec4 sca = vec4(0.005, 0.005, 0.005, 0.005) * tileScale;
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vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02) * tileScale;
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vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25) / 10000.0 * tileScale;
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mat4 RotationMatrix;
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// compute direction to viewer
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vec3 E = normalize(-relPos);
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// compute direction to light source
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vec3 L = normalize(lightdir);
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// half vector
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vec3 Hv = normalize(L + E);
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vec3 Normal = vec3 (0.0, 0.0, 1.0);
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const float water_shininess = 240.0;
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float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
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float windScale = 15.0/(3.0 + windEffect); //wave scale
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float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
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float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter
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float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
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mixFactor = clamp(mixFactor, 0.3, 0.8);
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// there's no need to do wave patterns or foam for pixels which are so far away that we can't actually see them
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// we only need detail in the near zone or where the sun reflection is
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int detail_flag;
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if ((dist > 15000.0) && (dot(normalize(vec3 (lightdir.x, lightdir.y, 0.0) ), normalize(relPos)) < 0.7 )) {detail_flag = 0;}
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else {detail_flag = 1;}
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// sine waves
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float ddx, ddx1, ddx2, ddx3, ddy, ddy1, ddy2, ddy3;
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float angle;
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ddx = 0.0, ddy = 0.0;
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ddx1 = 0.0, ddy1 = 0.0;
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ddx2 = 0.0, ddy2 = 0.0;
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ddx3 = 0.0, ddy3 = 0.0;
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if (detail_flag == 1)
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{
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angle = 0.0;
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wave0.freq = WaveFreq ;
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wave0.amp = WaveAmp;
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wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmp * 1.25;
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wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 30;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = WaveAmp * 0.75;
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wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 50;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmp * 0.75;
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wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle)));
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// sum waves
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sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
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sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
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//reset the waves
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angle = 0.0;
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float waveamp = WaveAmp * 0.75;
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wave0.freq = WaveFreq ;
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wave0.amp = waveamp;
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wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 20;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25;
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wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 35;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = waveamp * 0.75;
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wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75;
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wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
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}
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// end sine stuff
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//cover = 5.0 * smoothstep(0.6, 1.0, scattering);
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//cover = 5.0 * ground_scattering;
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vec4 viewt = normalize(waterTex4);
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vec2 st = vec2(waterTex2 * tscale * windScale);
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vec4 disdis = texture(textureArray, vec3(st, ATLAS_INDEX_WATER_SINE_NMAP)) * 2.0 - 1.0;
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vec4 vNorm;
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//normalmaps
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st = vec2(waterTex1 + disdis * sca2) * windScale;
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vec4 nmap = texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM)) * 2.0 - 1.0;
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vec4 nmap1 = texture(textureArray, vec3(st, ATLAS_INDEX_PERLIN_NOISE_NM)) * 2.0 - 1.0;
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rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
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st = vec2(waterTex2 * RotationMatrix * tscale) * windScale;
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nmap += texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM)) * 2.0 - 1.0;
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nmap *= windEffect_low;
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nmap1 *= windEffect_low;
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// mix water and noise, modulated by factor
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vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
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vNorm.r += ddx + ddx1 + ddx2 + ddx3;
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//if (normalmap_dds > 0) {vNorm = -vNorm;} //dds fix
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//load reflection
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vec4 refl ;
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refl.r = sea_r;
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refl.g = sea_g;
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refl.b = sea_b;
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refl.a = 1.0;
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float intensity;
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// de-saturate for reduced light
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refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.1, 0.8, ground_scattering));
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// de-saturate light for overcast haze
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intensity = length(refl.rgb);
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refl.rgb = mix(refl.rgb, intensity * vec3 (1.0, 1.0, 1.0), 0.5 * smoothstep(0.1, 0.9, overcast));
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vec3 N;
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st = vec2(waterTex1 + disdis * sca2) * windScale;
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vec3 N0 = vec3(texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM))) * 2.0 - 1.0;
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st = vec2(waterTex1 + disdis * sca) * windScale;
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vec3 N1 = vec3(texture(textureArray, vec3(st, ATLAS_INDEX_PERLIN_NOISE_NM))) * 2.0 - 1.0;
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st = vec2(waterTex1 * tscale) * windScale;
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N0 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM))) * 2.0 - 1.0;
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N1 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_PERLIN_NOISE_NM))) * 2.0 - 1.0;
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rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
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st = vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale;
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N0 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM))) * 2.0 - 1.0;
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N1 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_PERLIN_NOISE_NM))) * 2.0 - 1.0;
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rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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st = vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale;
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N0 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_WAVES_VERT10_NM))) * 2.0 - 1.0;
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st = vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale;
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N1 += vec3(texture(textureArray, vec3(st, ATLAS_INDEX_PERLIN_NOISE_NM))) * 2.0 - 1.0;
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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N0.r += (ddx + ddx1 + ddx2 + ddx3);
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N0.g += (ddy + ddy1 + ddy2 + ddy3);
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N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
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vec3 specular_color = vec3(specular_light * earthShade) * pow(max(0.0, dot(N, Hv)), water_shininess) * 6.0;
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// secondary reflection of sky irradiance
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vec3 ER = E - 2.0 * N * dot(E,N);
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float ctrefl = dot(vec3(0.0,0.0,1.0), -normalize(ER));
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//float fresnel = -0.5 + 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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float fresnel = 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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//specular_color += (ctrefl*ctrefl) * fresnel* specular_light.rgb;
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specular_color += ((0.15*(1.0-ctrefl* ctrefl) * fresnel) - 0.3) * specular_light.rgb * earthShade;
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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation * 0.3 * earthShade ;
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//calculate fresnel
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vec4 invfres = vec4( dot(vNorm, viewt) );
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vec4 fres = vec4(1.0) + invfres;
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refl *= fres;
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vec4 ambient_light;
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//intensity = length(specular_light.rgb);
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ambient_light.rgb = max(specular_light.rgb * earthShade, vec3(0.05, 0.05, 0.05));
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//ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1));
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ambient_light.a = 1.0;
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// compute object shadow effect
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float shadowValue = getShadowing();
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specular = specular * shadowValue;
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refl = refl * (0.7 + 0.3 *shadowValue);
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texel = refl + specular * smoothstep(0.3, 0.6, ground_scattering);
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// For the clustered lighting function we use the simple up direction (Normal) to get an
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// approximate lighting contribution, as the procedural normal map is done afterwards.
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//texel += vec4(getClusteredLightsContribution(ecPosition.xyz, Normal, vec3(1.0)), 0.0) * light_distance_fading(dist) * 2.0 * pow(max(0.0,dot(E,N)), water_shininess);
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if (dist < 10000.0)
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{
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float foamSlope = 0.10 + 0.1 * windScale;
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float waveSlope = N.g + min(50.0*(1.0 - steepness), 0.1);
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if ((steepness < 0.9999) || (windEffect >= 8.0) && (waveSlope >= foamSlope)) {
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//add foam
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st = vec2(waterTex2 * tscale) * 25.0;
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vec4 foam_texel = texture(textureArray, vec3(st, ATLAS_INDEX_SEA_FOAM) );
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texel = mix(texel, max(texel, texel + foam_texel), smoothstep(0.01, 0.50, waveSlope));
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}
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}
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texel *= ambient_light;
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return texel;
|
||
|
}
|