diff --git a/Shaders/water.frag b/Shaders/water.frag index 86548e420..424baca5f 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -13,91 +13,72 @@ uniform float osg_SimulationTime; void main (void) { -// const float snowlevel=2000.0; - vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); - vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); + vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); + vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); - vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217)); - vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212)); + vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217)); + vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212)); - float fogFactor; - float fogCoord = ecPosition.z; - const float LOG2 = 1.442695; - fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); -// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2); - fogFactor = clamp(fogFactor, 0.0, 1.0); + float fogFactor; + if (gl_Fog.density == 1.0) + { + fogFactor=1.0; + } + else + { + float fogCoord = ecPosition.z; + const float LOG2 = 1.442695; + fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + fogFactor = clamp(fogFactor, 0.0, 1.0); + } - float a=1.0; - float n=0.00; - n += nvLS[0]*a; - a/=2.0; - n += nvLS[1]*a; - a/=2.0; - n += nvLS[2]*a; - a/=2.0; - n += nvLS[3]*a; + float a=1.0; + float n=0.00; + n += nvLS[0]*a; + a/=2.0; + n += nvLS[1]*a; + a/=2.0; + n += nvLS[2]*a; + a/=2.0; + n += nvLS[3]*a; - a=4.0; - float na=n; - na += nvL[0]*1.1; - a*=1.2; - na += nvL[1]*a; - a*=1.2; - na += nvL[2]*a; - a*=1.2; - na += nvL[3]*a; - a=2.0; - na += noisevec[0]*a*0.2; - a*=1.2; - na += noisevec[1]*a; - a*=1.2; - na += noisevec[2]*a; - a*=1.2; - na += noisevec[3]*a; + a=4.0; + float na=n; + na += nvL[0]*1.1; + a*=1.2; + na += nvL[1]*a; + a*=1.2; + na += nvL[2]*a; + a*=1.2; + na += nvL[3]*a; + a=2.0; + na += noisevec[0]*a*0.2; + a*=1.2; + na += noisevec[1]*a; + a*=1.2; + na += noisevec[2]*a; + a*=1.2; + na += noisevec[3]*a; -// GOOD + vec4 c1; + c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0)); - vec4 c1; - c1 = vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0); -/* + vec3 Eye = normalize(-ecPosition.xyz); + vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24)))); -vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+nvL[2]*0.8))); -vec3 bump = normalize(VNormal+vec3(0.0, 0.0, nvL[0]*1.4+nvL[1]*6.4+nvL[2]*16+noisevec[3]*3.3)*2.0-1.4); -vec3 bumped = max(dot(normalize(Normal), normalize(bump)), 0.0); -bumped=max(normalize(refract(lightVec, normalize(bump), 0.3)), 0.0); -*/ -vec3 Eye = normalize(-ecPosition.xyz); -vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24)))); -//Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal))); -vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9); -vec3 bumped; -// = max(dot(normalize(Normal.xyz), normalize(bump)), vec3(0.0, 0.0, 0.0)); -bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0); + vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9); + vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0); -vec4 ambientColor = gl_LightSource[0].ambient; -vec4 light = ambientColor; -c1 *= light; + vec4 ambientColor = gl_LightSource[0].ambient; + vec4 light = ambientColor; + c1 *= light; - -// c1 += gl_LightSource[0].diffuse*0.5 * pow(max(dot(Reflected, Eye), 0.0), 2.0/*gl_FrontMaterial.shininess*/); -// c1 *= pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 1.0/*gl_FrontMaterial.shininess*/); -// c1 *= 0.3; -// c1 = vec4(0.0); -// c1 = vec4(0.0); - //c1 += (vec3(0.0, 0.01, 0.01)*n) * pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 9.0/*gl_FrontMaterial.shininess*/); -// c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(bumped, Eye), 0.3), 89.0)/*gl_FrontMaterial.shininess*/; - - -// HERE IS GOOD - - c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b); + float bumpFact = (bumped.r+bumped.g+bumped.b); + c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * bumpFact; float ReflectedEye = max(dot(Reflected, Eye), 0.0); - c1 += gl_LightSource[0].diffuse*0.4 * pow(ReflectedEye, 20.0); - c1 += gl_LightSource[0].specular * pow(ReflectedEye, 400.0/*gl_FrontMaterial.shininess*/); - vec4 finalColor = c1; + c1 += gl_LightSource[0].diffuse*0.4 * pow(ReflectedEye, 20.0) * 3*bumpFact; + c1 += gl_LightSource[0].specular * pow(ReflectedEye, 400.0) * 4*bumpFact; - if(gl_Fog.density == 1.0) - fogFactor=1.0; - - gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); + vec4 finalColor = c1; + gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); }