2010-12-05 13:44:02 +00:00
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// This shader is mostly an adaptation of the shader found at
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// <20> Michael Horsch - 2005
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2011-09-26 22:35:20 +00:00
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#version 120
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2010-09-29 23:29:16 +00:00
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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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2009-08-08 10:17:58 +00:00
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varying vec4 ecPosition;
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2010-09-29 23:29:16 +00:00
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uniform float osg_SimulationTime;
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2011-09-26 22:35:20 +00:00
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uniform float WindE, WindN;
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2010-09-29 23:29:16 +00:00
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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2009-08-08 10:17:58 +00:00
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void main(void)
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{
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2010-09-29 23:29:16 +00:00
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vec3 N = normalize(gl_Normal);
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normal = N;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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2010-10-03 07:15:33 +00:00
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waterTex4 = vec4( ecPosition.xzy, 0.0 );
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2010-09-29 23:29:16 +00:00
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2011-09-26 22:35:20 +00:00
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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//float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.3;
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float windFactor = 0.001;
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2010-09-29 23:29:16 +00:00
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waterTex1 = gl_MultiTexCoord0 + t1;
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2011-09-26 22:35:20 +00:00
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waterTex1.x += WindE * windFactor;
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waterTex1.y += WindN * windFactor;
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2010-09-29 23:29:16 +00:00
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waterTex2 = gl_MultiTexCoord0 + t2;
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2011-09-26 22:35:20 +00:00
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waterTex2.x += WindE * windFactor;
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waterTex2.y += WindN * windFactor;
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2010-09-29 23:29:16 +00:00
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gl_Position = ftransform();
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}
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