Add new shaders in support of .dds textures
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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124
Shaders/transition.frag
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124
Shaders/transition.frag
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// default.frag (c) 2010 ??
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// (c)2011 - Emilian Huminiuc, with ideas from crop.frag, forest.frag
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term, RawPos;
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varying vec3 Vnormal, normal;
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varying float fogCoord;
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uniform float SnowLevel, Transitions, InverseSlope, RainNorm;
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uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
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uniform sampler3D NoiseTex;
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void main()
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{
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float MixFactor, NdotL, NdotHV, fogFactor, slope, L1, L2, wetness;
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vec3 n, lightDir, halfVector;
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vec4 texel, fragColor, color, specular, Noise; // GNoise;
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lightDir = gl_LightSource[0].position.xyz;
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halfVector = gl_LightSource[0].halfVector.xyz;
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color = gl_Color;
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specular = vec4(0.0);
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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//GNoise = texture3D(NoiseTex, RawPos.xyz*0.00011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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//AddedNoise = GNoise.r * GNoise.g * GNoise.b; //Some added Noise to break the evenness on some textures
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MixFactor *= 50.0;
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L1 = 0.88 - 0.04 * MixFactor; //first transition slope
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L2 = 0.80 + 0.04 * MixFactor; //Second transition slope
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// Vnormal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * Vnormal;
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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//Select texture based on slope
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slope = normalize(normal).z;
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//Normal transition. For more abrupt faces apply another texture (or 2).
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if (InverseSlope == 0.0) {
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope > L1) {
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.003*MixFactor, slope));
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}
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if (slope > L2 && slope <= L1){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
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}
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if (slope <= L2){
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L2, slope));
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope > L1) {
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texel = texture2D(BaseTex, gl_TexCoord[0].st);
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}
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if (slope <= L1) {
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L1, slope));
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}
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}
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope > L1 + 0.16) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope > L2 && slope <= L1 + 0.16){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
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}
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if (slope <= L2){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.16) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope <= L1 + 0.16){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L1 + 0.16, slope));
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}
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}
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}
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//darken textures with wetness
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wetness = 1.0 - 0.3 * RainNorm;
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texel.rgb = texel.rgb * wetness;
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//texel.r = texel.r * wetness;
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//texel.g = texel.g * wetness;
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//texel.b = texel.b * wetness;
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//Snow texture for areas higher than SnowLevel
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if (RawPos.z >= SnowLevel - 6000.0 * MixFactor && slope > L2 - 0.4) {
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texel = mix(texel, mix(texel, texture2D(SnowTex, gl_TexCoord[0].st), smoothstep(L2 - 0.4 * MixFactor, L2, slope)), smoothstep(SnowLevel - 6000.0 * slope * MixFactor, SnowLevel - 1400.0 * slope * MixFactor, RawPos.z));
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}
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fragColor = color * texel + specular;
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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57
Shaders/transition.vert
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Shaders/transition.vert
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// -*-C++-*-
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term, RawPos;
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varying vec3 normal, Vnormal;
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varying float fogCoord;
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uniform int colorMode;
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void main()
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{
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RawPos = gl_Vertex;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = normalize(gl_Normal);
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Vnormal = gl_NormalMatrix * gl_Normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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fogCoord = abs(ecPosition.z / ecPosition.w);
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}
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99
Shaders/water-inland.frag
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Shaders/water-inland.frag
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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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// © Michael Horsch - 2005
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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uniform float saturation;
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uniform float RainNorm;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex4; //viewts
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varying vec4 ecPosition;
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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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void main(void)
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{
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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
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const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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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 H = normalize(L + E);
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const float water_shininess = 240.0;
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0;
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vec4 fdist = normalize(dist);
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fdist *= sca;
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//normalmap
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vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0;
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vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 vNorm = normalize(nmap0 + nmap2);
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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vec4 refTex = texture2D(water_reflection, vec2(tmp));
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vec4 refl = normalize(refTex);
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0);
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vec3 N = normalize(normal+N0+N1);
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vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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vec4 specular = vec4(specular_color,0.5);
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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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// take rain into account
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float rain_factor = 0.7 - RainNorm;
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rain_factor = clamp(rain_factor, 0, 1);
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if (RainNorm > 0)
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{
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refl *= (0.9, 1.0, 0.6 * rain_factor, 1.0);
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}
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else
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{
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refl *= (0.9, 1.0, 0.6, 1.0);
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}
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specular = specular * 0.4 * rain_factor;
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vec4 finalColor = refl + specular;
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float fogFactor;
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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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vec4 ambient_light = gl_LightSource[0].diffuse;
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finalColor *= ambient_light;
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
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}
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