94 lines
2.5 KiB
GLSL
94 lines
2.5 KiB
GLSL
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#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 lightVec;
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uniform sampler3D NoiseTex;
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uniform float osg_SimulationTime;
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//const float scale = 1.0;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void main (void)
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{
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vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
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vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
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// float fogFactor;
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// if (gl_Fog.density == 1.0)
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// {
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// fogFactor=1.0;
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// }
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// else
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// {
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// float fogCoord = ecPosition.z;
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// const float LOG2 = 1.442695;
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// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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// fogFactor = clamp(fogFactor, 0.0, 1.0);
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// }
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float a=1.0;
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float n=0.00;
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n += nvLS[0]*a;
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a/=2.0;
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n += nvLS[1]*a;
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a/=2.0;
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n += nvLS[2]*a;
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a/=2.0;
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n += nvLS[3]*a;
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a=4.0;
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float na=n;
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na += nvL[0]*1.1;
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a*=1.2;
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na += nvL[1]*a;
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a*=1.2;
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na += nvL[2]*a;
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a*=1.2;
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na += nvL[3]*a;
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a=2.0;
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na += noisevec[0]*a*0.2;
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a*=1.2;
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na += noisevec[1]*a;
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a*=1.2;
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na += noisevec[2]*a;
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a*=1.2;
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na += noisevec[3]*a;
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vec4 c1;
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c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
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vec3 Eye = normalize(-ecPosition.xyz);
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vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
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vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
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vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
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vec4 ambientColor = gl_LightSource[0].ambient;
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vec4 light = ambientColor;
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c1 *= light;
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float bumpFact = (bumped.r+bumped.g+bumped.b);
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float ReflectedEye = max(dot(Reflected, Eye), 0.0);
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float eyeFact = pow(ReflectedEye, 20.0);
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c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact;
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c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3.0*bumpFact;
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eyeFact = pow(eyeFact, 20.0);
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c1 += gl_LightSource[0].specular * eyeFact * 4.0*bumpFact;
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vec4 finalColor = c1;
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// gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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gl_FragColor = finalColor;
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}
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