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fgdata/Shaders/water-gbuffer.vert

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GLSL
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// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// <20> Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// <20> Emilian Huminiuc and Vivian Meazza
#version 120
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 rawNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 WorldPos;
varying vec2 TopoUV;
uniform float WindE, WindN;
uniform int rembrandt_enabled;
uniform float osg_SimulationTime;
uniform mat4 osg_ViewMatrixInverse;
attribute vec3 tangent;
attribute vec3 binormal;
// constants for the cartezian to geodetic conversion.
const float a = 6378137.0; //float a = equRad;
const float squash = 0.9966471893352525192801545;
const float latAdjust = 0.9999074159800018; //geotiff source for the depth map
const float lonAdjust = 0.9999537058469516; //actual extents: +-180.008333333333326/+-90.008333333333340
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
void main(void)
{
mat4 RotationMatrix;
rawNormal= gl_Normal;
normal = gl_NormalMatrix * gl_Normal;
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
float Angle;
float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
if (WindN == 0.0 && WindE == 0.0) {
Angle = 0.0;
}else{
Angle = atan(-WindN, WindE) - atan(1.0);
}
rotationmatrix(Angle, RotationMatrix);
waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
rotationmatrix(Angle, RotationMatrix);
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
///FIXME: convert cartezian coordinates to geodetic, this
///FIXME: duplicates parts of code in SGGeodesy.cxx
////////////////////////////////////////////////////////////////////////////
float e2 = abs(1.0 - squash * squash);
float ra2 = 1.0/(a * a);
float e4 = e2 * e2;
float XXpYY = WorldPos.x * WorldPos.x + WorldPos.y * WorldPos.y;
float Z = WorldPos.z;
float sqrtXXpYY = sqrt(XXpYY);
float p = XXpYY * ra2;
float q = Z*Z*(1.0-e2)*ra2;
float r = 1.0/6.0*(p + q - e4);
float s = e4 * p * q/(4.0*r*r*r);
if ( s >= 2.0 && s <= 0.0)
s = 0.0;
float t = pow(1.0+s+sqrt(s*2.0+s*s), 1.0/3.0);
float u = r + r*t + r/t;
float v = sqrt(u*u + e4*q);
float w = (e2*u+ e2*v-e2*q)/(2.0*v);
float k = sqrt(u+v+w*w)-w;
float D = k*sqrtXXpYY/(k+e2);
vec2 NormPosXY = normalize(WorldPos.xy);
vec2 NormPosXZ = normalize(vec2(D, WorldPos.z));
float signS = sign(WorldPos.y);
if (-0.00015 <= WorldPos.y && WorldPos.y<=.00015)
signS = 1.0;
float signT = sign(WorldPos.z);
if (-0.0002 <= WorldPos.z && WorldPos.z<=.0002)
signT = 1.0;
float cosLon = dot(NormPosXY, vec2(1.0,0.0));
float cosLat = dot(abs(NormPosXZ), vec2(1.0,0.0));
TopoUV.s = signS * lonAdjust * degrees(acos(cosLon))/180.;
TopoUV.t = signT * latAdjust * degrees(acos(cosLat))/90.;
TopoUV.s = TopoUV.s * 0.5 + 0.5;
TopoUV.t = TopoUV.t * 0.5 + 0.5;
//FIXME end/////////////////////////////////////////////////////////////////
gl_Position = ftransform();
}