2011-12-01 21:08:43 +00:00
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
#version 120
|
|
|
|
|
#define fps2kts 0.5925
|
|
|
|
|
|
|
|
|
|
uniform sampler2D water_normalmap;
|
|
|
|
|
uniform sampler2D water_reflection;
|
|
|
|
|
uniform sampler2D water_dudvmap;
|
|
|
|
|
uniform sampler2D water_reflection_grey;
|
|
|
|
|
uniform sampler2D sea_foam;
|
|
|
|
|
uniform sampler2D alpha_tex;
|
|
|
|
|
uniform sampler2D bowwave_nmap;
|
|
|
|
|
|
|
|
|
|
uniform float saturation, Overcast, WindE, WindN, spd, hdg;
|
|
|
|
|
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
|
|
|
|
|
uniform int Status;
|
|
|
|
|
|
|
|
|
|
varying vec4 waterTex1; //moving texcoords
|
|
|
|
|
varying vec4 waterTex2; //moving texcoords
|
|
|
|
|
varying vec4 waterTex4; //viewts
|
|
|
|
|
varying vec4 ecPosition;
|
|
|
|
|
varying vec3 viewerdir;
|
|
|
|
|
varying vec3 lightdir;
|
|
|
|
|
varying vec3 normal;
|
|
|
|
|
|
|
|
|
|
////fog "include" /////
|
|
|
|
|
uniform int fogType;
|
|
|
|
|
|
|
|
|
|
vec3 fog_Func(vec3 color, int type);
|
|
|
|
|
//////////////////////
|
|
|
|
|
|
|
|
|
|
/////// functions /////////
|
|
|
|
|
|
|
|
|
|
float normalize_range(float _val)
|
|
|
|
|
{
|
|
|
|
|
if (_val > 180.0)
|
|
|
|
|
return _val - 360.0;
|
|
|
|
|
else
|
|
|
|
|
return _val;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
|
|
|
|
|
{
|
|
|
|
|
//calculate the carrier speed north and east in kts
|
|
|
|
|
float speed_north_kts = cos(radians(hdg)) * spd ;
|
|
|
|
|
float speed_east_kts = sin(radians(hdg)) * spd ;
|
|
|
|
|
|
|
|
|
|
//calculate the relative wind speed north and east in kts
|
|
|
|
|
float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
|
|
|
|
|
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
|
|
|
|
|
|
|
|
|
|
//combine relative speeds north and east to get relative windspeed in kts
|
2012-02-23 19:25:28 +00:00
|
|
|
|
rel_wind_speed_kts = sqrt(rel_wind_speed_from_east_kts*rel_wind_speed_from_east_kts
|
|
|
|
|
+ rel_wind_speed_from_north_kts*rel_wind_speed_from_north_kts);
|
2011-12-01 21:08:43 +00:00
|
|
|
|
|
|
|
|
|
//calculate the relative wind direction
|
|
|
|
|
float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
|
|
|
|
|
// rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
|
|
|
|
|
float rel_wind = rel_wind_from_deg - hdg;
|
|
|
|
|
rel_wind = normalize_range(rel_wind);
|
|
|
|
|
rel_wind_from_rad = radians(rel_wind);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
{
|
|
|
|
|
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
|
|
|
|
|
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
|
|
|
|
|
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
|
|
|
|
|
|
|
|
|
|
mat4 RotationMatrix;
|
|
|
|
|
|
|
|
|
|
float relWindspd=0;
|
|
|
|
|
float relWinddir=0;
|
|
|
|
|
|
|
|
|
|
// compute relative wind speed and direction
|
|
|
|
|
relWind (relWindspd, relWinddir);
|
|
|
|
|
|
|
|
|
|
rotationmatrix(relWinddir, RotationMatrix);
|
|
|
|
|
|
|
|
|
|
// compute direction to viewer
|
|
|
|
|
vec3 E = normalize(viewerdir);
|
|
|
|
|
|
|
|
|
|
// compute direction to light source
|
|
|
|
|
vec3 L = normalize(lightdir);
|
|
|
|
|
|
|
|
|
|
// half vector
|
|
|
|
|
vec3 H = normalize(L + E);
|
|
|
|
|
|
|
|
|
|
const float water_shininess = 240.0;
|
|
|
|
|
// approximate cloud cover
|
|
|
|
|
float cover = 0.0;
|
|
|
|
|
//bool Status = true;
|
|
|
|
|
|
|
|
|
|
float windEffect = relWindspd; //wind speed in kt
|
|
|
|
|
// float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
|
|
|
|
|
float windScale = 15.0/(5.0 + windEffect); //wave scale
|
|
|
|
|
float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (Status == 1){
|
|
|
|
|
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
|
|
|
|
|
} else {
|
|
|
|
|
// hack to allow for Overcast not to be set by Local Weather
|
|
|
|
|
|
|
|
|
|
if (Overcast == 0){
|
|
|
|
|
cover = 5;
|
|
|
|
|
} else {
|
|
|
|
|
cover = Overcast * 5;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec4 viewt = normalize(waterTex4);
|
|
|
|
|
|
|
|
|
|
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0;
|
|
|
|
|
vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0;
|
|
|
|
|
vec4 fdist = normalize(dist);
|
|
|
|
|
fdist = -fdist;
|
|
|
|
|
fdist *= sca;
|
|
|
|
|
|
|
|
|
|
//normalmap
|
|
|
|
|
rotationmatrix(-relWinddir, RotationMatrix);
|
|
|
|
|
|
|
|
|
|
vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
|
|
|
|
|
vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
|
|
|
|
|
vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0;
|
|
|
|
|
vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness);
|
|
|
|
|
vNorm = -vNorm;
|
|
|
|
|
|
|
|
|
|
//load reflection
|
|
|
|
|
vec4 tmp = vec4(lightdir, 0.0);
|
|
|
|
|
vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
|
|
|
|
|
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
|
|
|
|
|
vec4 refl ;
|
|
|
|
|
// cover = 0;
|
|
|
|
|
|
|
|
|
|
if(cover >= 1.5){
|
|
|
|
|
refl= normalize(refTex);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
refl = normalize(refTexGrey);
|
|
|
|
|
refl.r *= (0.75 + 0.15 * cover);
|
|
|
|
|
refl.g *= (0.80 + 0.15 * cover);
|
|
|
|
|
refl.b *= (0.875 + 0.125 * cover);
|
|
|
|
|
refl.a *= 1.0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0);
|
|
|
|
|
vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0);
|
|
|
|
|
vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0);
|
|
|
|
|
//vec3 Nf = normalize((normal+N0+N1)*waveRoughness);
|
|
|
|
|
vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness);
|
|
|
|
|
N = -N;
|
|
|
|
|
|
|
|
|
|
// specular
|
|
|
|
|
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
|
|
|
|
|
* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
|
|
|
|
|
vec4 specular = vec4(specular_color, 0.5);
|
|
|
|
|
|
|
|
|
|
specular = specular * saturation * 0.3;
|
|
|
|
|
|
|
|
|
|
//calculate fresnel
|
|
|
|
|
vec4 invfres = vec4( dot(vNorm, viewt) );
|
|
|
|
|
vec4 fres = vec4(1.0) + invfres;
|
|
|
|
|
refl *= fres;
|
|
|
|
|
|
|
|
|
|
vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st);
|
|
|
|
|
//refl.a *= alpha0.a;
|
|
|
|
|
|
|
|
|
|
////calculate the fog factor
|
|
|
|
|
//float fogFactor;
|
|
|
|
|
//float fogCoord = ecPosition.z;
|
|
|
|
|
//const float LOG2 = 1.442695;
|
|
|
|
|
//fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
|
|
|
|
|
|
|
|
|
//if(gl_Fog.density == 1.0)
|
|
|
|
|
// fogFactor=1.0;
|
|
|
|
|
|
|
|
|
|
//calculate final colour
|
|
|
|
|
vec4 ambient_light = gl_LightSource[0].diffuse;
|
|
|
|
|
vec4 finalColor;
|
|
|
|
|
|
|
|
|
|
// cover = 0;
|
|
|
|
|
|
|
|
|
|
if(cover >= 1.5){
|
|
|
|
|
finalColor = refl + specular;
|
|
|
|
|
} else {
|
|
|
|
|
finalColor = refl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//add foam
|
|
|
|
|
|
|
|
|
|
float foamSlope = 0.05 + 0.01 * windScale;
|
|
|
|
|
//float waveSlope = mix(N0.g, N1.g, 0.25);
|
|
|
|
|
|
|
|
|
|
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0);
|
|
|
|
|
float waveSlope = N.g;
|
|
|
|
|
|
|
|
|
|
if (windEffect >= 12.0)
|
|
|
|
|
if (waveSlope >= foamSlope){
|
|
|
|
|
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//generate final colour
|
|
|
|
|
finalColor *= ambient_light+ alpha0 * 0.35;
|
|
|
|
|
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
|
|
|
|
gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
|
|
|
|
|
|
|
|
|
|
}
|