diff --git a/Effects/water.eff b/Effects/water.eff index 05e542ba0..a703471b6 100644 --- a/Effects/water.eff +++ b/Effects/water.eff @@ -138,8 +138,16 @@ + + /sim/rendering/rembrandt/enabled + + + 6 + 7 + + @@ -497,7 +505,782 @@ + + + + /sim/rendering/shaders/water + /sim/rendering/rembrandt/enabled + + 4.0 + /sim/rendering/shaders/water + + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + GL_EXT_gpu_shader4 + + + + false + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + ambient-and-diffuse + + + transparent + + + transparent + + smooth + back + + + render-bin/bin-number + + + render-bin/bin-name + + + + 0 + + texture[0]/image + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + texture[0]/internal-format + + + + 2 + + texture[2]/image + + + texture[2]/filter + + + texture[2]/wrap-s + + + texture[2]/wrap-t + + + texture[2]/internal-format + + + + 3 + + texture[3]/image + + + texture[3]/filter + + + texture[3]/wrap-s + + + texture[3]/wrap-t + + + texture[3]/internal-format + + + + 4 + + texture[4]/image + + + texture[4]/filter + + + texture[4]/wrap-s + + + texture[4]/wrap-t + + + texture[4]/internal-format + + + + 5 + + texture[5]/image + + + texture[5]/filter + + + texture[5]/wrap-s + + + texture[5]/wrap-t + + + texture[5]/internal-format + + + + 6 + + texture[6]/image + + + texture[6]/filter + + + texture[6]/wrap-s + + + texture[6]/wrap-t + + + texture[6]/internal-format + + + + + Shaders/water.vert + Shaders/water_sine-gbuffer.frag + Shaders/gbuffer-functions.frag + Shaders/gbuffer-encode.frag + + tangent + 6 + + + binormal + 7 + + + + water_reflection + sampler-2d + 0 + + + water_normalmap + sampler-2d + 2 + + + water_dudvmap + sampler-2d + 3 + + + water_reflection_grey + sampler-2d + 4 + + + sea_foam + sampler-2d + 5 + + + perlin_normalmap + sampler-2d + 6 + + + + normalmap_dds + float + + normalmap_dds + + + + saturation + float + + + saturation + + + + CloudCover0 + float + + cloud-cover[0] + + + + CloudCover1 + float + + cloud-cover[1] + + + + CloudCover2 + float + + cloud-cover[2] + + + + CloudCover3 + float + + cloud-cover[3] + + + + CloudCover4 + float + + cloud-cover[4] + + + + Status + int + + status + + + + + Overcast + float + + overcast + + + + WindE + float + + windE + + + + WindN + float + + windN + + + + WaveFreq + float + + WaveFreq + + + + WaveAmp + float + + WaveAmp + + + + WaveSharp + float + + WaveSharp + + + + WaveAngle + float + + WaveAngle + + + + WaveFactor + float + + WaveFactor + + + + WaveDAngle + float + + WaveDAngle + + + + + + visibility + float + + visibility + + + + avisibility + float + + avisibility + + + + hazeLayerAltitude + float + + lthickness + + + + scattering + float + + scattering + + + + terminator + float + + terminator + + + + fogType + int + + fogtype + + + + + rembrandt_enabled + int + + rembrandt + + + + + + + + /sim/rendering/shaders/water + /sim/rendering/rembrandt/enabled + + 2.0 + /sim/rendering/shaders/water + + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + GL_EXT_gpu_shader4 + + + + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + ambient-and-diffuse + + + transparent + + + transparent + + smooth + back + + + render-bin/bin-number + + + render-bin/bin-name + + + + 0 + + texture[0]/image + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + texture[0]/internal-format + + + + 2 + + texture[2]/image + + + texture[2]/filter + + + texture[2]/wrap-s + + + texture[2]/wrap-t + + + texture[2]/internal-format + + + + 3 + + texture[3]/image + + + texture[3]/filter + + + texture[3]/wrap-s + + + texture[3]/wrap-t + + + texture[3]/internal-format + + + + 4 + + texture[4]/image + + + texture[4]/filter + + + texture[4]/wrap-s + + + texture[4]/wrap-t + + + texture[4]/internal-format + + + + 5 + + texture[5]/image + + + texture[5]/filter + + + texture[5]/wrap-s + + + texture[5]/wrap-t + + + texture[5]/internal-format + + + + 6 + + texture[6]/image + + + texture[6]/filter + + + texture[6]/wrap-s + + + texture[6]/wrap-t + + + texture[6]/internal-format + + + + + Shaders/water.vert + Shaders/water-gbuffer.frag + Shaders/gbuffer-functions.frag + Shaders/gbuffer-encode.frag + + + water_reflection + sampler-2d + 0 + + + water_normalmap + sampler-2d + 2 + + + water_dudvmap + sampler-2d + 3 + + + water_reflection_grey + sampler-2d + 4 + + + sea_foam + sampler-2d + 5 + + + perlin_normalmap + sampler-2d + 6 + + + + normalmap_dds + float + + normalmap_dds + + + + saturation + float + + + saturation + + + + CloudCover0 + float + + cloud-cover[0] + + + + CloudCover1 + float + + cloud-cover[1] + + + + CloudCover2 + float + + cloud-cover[2] + + + + CloudCover3 + float + + cloud-cover[3] + + + + CloudCover4 + float + + cloud-cover[4] + + + + Status + int + + status + + + + Overcast + float + + overcast + + + + WindE + float + + windE + + + + WindN + float + + windN + + + + + WaveFreq + float + + WaveFreq + + + + WaveAmp + float + + WaveAmp + + + + WaveSharp + float + + WaveSharp + + + + WaveAngle + float + + WaveAngle + + + + WaveFactor + float + + WaveFactor + + + + WaveDAngle + float + + WaveDAngle + + + + + + visibility + float + + visibility + + + + avisibility + float + + avisibility + + + + hazeLayerAltitude + float + + lthickness + + + + scattering + float + + scattering + + + + terminator + float + + terminator + + + + fogType + int + + fogtype + + + + + rembrandt_enabled + int + + rembrandt + + + + @@ -863,6 +1646,13 @@ + + rembrandt_enabled + int + + rembrandt + + @@ -1234,6 +2024,13 @@ + + rembrandt_enabled + int + + rembrandt + + diff --git a/Shaders/water-gbuffer.frag b/Shaders/water-gbuffer.frag new file mode 100644 index 000000000..3d222f8d7 --- /dev/null +++ b/Shaders/water-gbuffer.frag @@ -0,0 +1,213 @@ +// 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 +// © Michael Horsch - 2005 +// Major update and revisions - 2011-10-07 +// © Emilian Huminiuc and Vivian Meazza +// Optimisation - 2012-5-05 +// Based on ideas by Thorsten Renk +// © Emilian Huminiuc and Vivian Meazza + +#version 120 + +uniform sampler2D water_normalmap; +uniform sampler2D water_reflection; +uniform sampler2D water_dudvmap; +uniform sampler2D water_reflection_grey; +uniform sampler2D sea_foam; +uniform sampler2D perlin_normalmap; + +uniform float saturation, Overcast, WindE, WindN; +uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; +uniform float osg_SimulationTime; +uniform int Status; + +varying vec4 waterTex1; //moving texcoords +varying vec4 waterTex2; //moving texcoords +varying vec3 viewerdir; +// varying vec3 lightdir; +varying vec3 normal; +varying vec3 VTangent; +varying vec3 VBinormal; + +uniform float WaveFreq ; +uniform float WaveAmp ; +uniform float WaveSharp ; +uniform float normalmap_dds; + +/////// functions ///////// +void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); + +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; + // compute direction to viewer + vec3 E = normalize(viewerdir); + + // compute direction to light source + vec3 L = normalize(lightdir); + + // half vector + vec3 H = normalize(L + E); + + vec3 Normal = normalize(normal); + + const float water_shininess = 240.0; + + // approximate cloud cover + float cover = 0.0; + //bool Status = true; + + + float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt + float windScale = 15.0/(3.0 + windEffect); //wave scale + float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter + float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect); //wave roughness filter + + float mixFactor = 0.75 - 0.15 * smoothstep(0.0, 40.0, windEffect); + mixFactor = clamp(mixFactor, 0.3, 0.8); + + 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 = vec4(-E, 0.0) * 0.6; + + vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0; + + vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0; + dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect)); + vec4 fdist = normalize(dist); + if (normalmap_dds > 0) + fdist = -fdist; //dds fix + fdist *= sca; + + //normalmaps + rotationmatrix(radians(3.0 * windScale + 0.6 * sin(waterTex1.s * 0.2)), RotationMatrix); + vec4 nmap = texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca2) * windScale) * 2.0 - 1.0; + + rotationmatrix(radians(-2.0 * windScale -0.4 * sin(waterTex1.s * 0.32)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.5) * 2.0 - 1.0; + //nmap1 += texture2D(perlin_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + rotationmatrix(radians(1.5 * windScale + 0.3 * sin(waterTex1.s * 0.16)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0; + rotationmatrix(radians(-0.5 * windScale - 0.45 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 0.8) * 2.0 - 1.0; + + rotationmatrix(radians(-1.2 * windScale - 0.35 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix* tscale) * windScale * 1.7) * 2.0 - 1.0; + nmap1 += texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0; + + nmap *= windEffect_low; + nmap1 *= windEffect_low; + // mix water and noise, modulated by factor + vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness); + if (normalmap_dds > 0) + vNorm = -vNorm; //dds fix + + //load reflection + vec4 tmp = vec4(lightdir, 0.0); + vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ; + vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ; + vec4 refl ; + + // cover = 0; + + if(cover >= 1.5){ + refl = normalize(refTex); + refl.a = 1.0; + } + 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; + } + + rotationmatrix(radians(2.1* windScale + 0.25 * sin(waterTex1.s *0.14)), RotationMatrix); + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.15) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-1.5 * windScale -0.32 * sin(waterTex1.s *0.24)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2* RotationMatrix * tscale) * windScale * 1.8) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(3.8 * windScale + 0.45 * sin(waterTex1.s *0.32)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale * 0.85) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * (tscale + sca2)) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-2.8 * windScale - 0.38 * sin(waterTex1.s * 0.26)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 /** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); + + N0 *= windEffect_low; + N1 *= windEffect_low; + + vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness); + N = normalize(N.x * VTangent + N.y * VBinormal + N.z * normal); + if (normalmap_dds > 0) + N = -N; //dds fix + + // 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 ; + float specular = saturation * 0.3; + + //calculate fresnel + vec4 invfres = vec4( dot(vNorm, viewt) ); + vec4 fres = vec4(1.0) + invfres; + refl *= fres; + + //calculate final colour + vec4 ambient_light = gl_LightSource[0].diffuse; + vec4 finalColor = refl; + + if(cover < 1.5){ + specular = 0.0; + } + + float foamSlope = 0.10 + 0.1 * windScale; + + vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); + float waveSlope = N.g; + + if (windEffect >= 8.0) + if (waveSlope >= foamSlope){ + finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g)); + } + + + //finalColor *= ambient_light; + + //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); + //finalColor.rgb = fog_Func(finalColor.rgb, fogType); + //gl_FragColor = finalColor; + float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission, + vec3( 0.3, 0.59, 0.11 ) ); + encode_gbuffer(N, finalColor.rgb, 1, specular, water_shininess, emission, gl_FragCoord.z); + } diff --git a/Shaders/water.vert b/Shaders/water.vert index 39cd6b352..07e61fffc 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -14,8 +14,15 @@ varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; +varying vec3 VTangent; +varying vec3 VBinormal; + uniform float osg_SimulationTime; uniform float WindE, WindN; +uniform int rembrandt_enabled; + +attribute vec3 tangent; +attribute vec3 binormal; /////// functions ///////// @@ -30,8 +37,14 @@ void rotationmatrix(in float angle, out mat4 rotmat) void main(void) { mat4 RotationMatrix; - vec3 N = normalize(gl_Normal); - normal = N; + if (rembrandt_enabled > 0){ + normal = gl_NormalMatrix * gl_Normal; + } else { + normal = normalize(gl_Normal); + } + + VTangent = normalize(gl_NormalMatrix * tangent); + VBinormal = normalize(gl_NormalMatrix * binormal); viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); diff --git a/Shaders/water_sine-gbuffer.frag b/Shaders/water_sine-gbuffer.frag new file mode 100644 index 000000000..6ad8ccb2e --- /dev/null +++ b/Shaders/water_sine-gbuffer.frag @@ -0,0 +1,388 @@ +// 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 +// Michael Horsch - 2005 +// Major update and revisions - 2011-10-07 +// Emilian Huminiuc and Vivian Meazza +// Optimisation - 2012-5-05 +// Based on ideas by Thorsten Renk +// Emilian Huminiuc and Vivian Meazza + +#version 120 + +uniform sampler2D water_normalmap; +uniform sampler2D water_reflection; +uniform sampler2D water_dudvmap; +uniform sampler2D water_reflection_grey; +uniform sampler2D sea_foam; +uniform sampler2D perlin_normalmap; + +uniform sampler3D Noise; + +uniform float saturation, Overcast, WindE, WindN; +uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; +uniform float osg_SimulationTime; +uniform int Status; + +varying vec4 waterTex1; //moving texcoords +varying vec4 waterTex2; //moving texcoords + +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; +varying vec3 VTangent; +varying vec3 VBinormal; + +uniform float WaveFreq ; +uniform float WaveAmp ; +uniform float WaveSharp ; +uniform float WaveAngle ; +uniform float WaveFactor ; +uniform float WaveDAngle ; +uniform float normalmap_dds; + +const vec4 AllOnes = vec4(1.0); + +/////// functions ///////// +void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); + +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 ); + } + +// wave functions /////////////////////// + +struct Wave { + float freq; // 2*PI / wavelength + float amp; // amplitude + float phase; // speed * 2*PI / wavelength + vec2 dir; + }; + +Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25)); +Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25)); +Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3)); +Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1)); + +float evaluateWave(in Wave w, vec2 pos, float t) + { + return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase); + } + +// derivative of wave function +float evaluateWaveDeriv(Wave w, vec2 pos, float t) + { + return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase); + } + +// sharp wave functions +float evaluateWaveSharp(Wave w, vec2 pos, float t, float k) + { + return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k); + } + +float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k) + { + return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase); + } + +void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy) + { + mat4 RotationMatrix; + float deriv; + vec4 P = waterTex1 * 1024.0; + + rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix); + P *= RotationMatrix; + + P.y += evaluateWave(wave0, P.xz, osg_SimulationTime); + deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime ); + ddx = deriv * wave0.dir.x; + ddy = deriv * wave0.dir.y; + + P.y += evaluateWave(wave1, P.xz, osg_SimulationTime); + deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime); + ddx += deriv * wave1.dir.x; + ddy += deriv * wave1.dir.y; + + P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); + deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); + ddx += deriv * wave2.dir.x; + ddy += deriv * wave2.dir.y; + + P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); + deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); + ddx += deriv * wave3.dir.x; + ddy += deriv * wave3.dir.y; + } + +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; + + // compute direction to viewer + vec3 E = normalize(viewerdir); + + // compute direction to light source + //vec3 L = normalize(lightdir); + + // half vector + //vec3 H = normalize(L + E); + + vec3 Normal = normalize(normal); + + + const float water_shininess = 240.0; + +// float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z); + + // approximate cloud cover + float cover = 0.0; + //bool Status = true; + + float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt + float windScale = 15.0/(3.0 + windEffect); //wave scale + float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter + float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter + + float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect); + //mixFactor = 0.2; + mixFactor = clamp(mixFactor, 0.3, 0.8); + + // sine waves + + // Test data + //float WaveFreq =1.0; + //float WaveAmp = 1000.0; + //float WaveSharp = 10.0; + + vec4 ddxVec = vec4(0.0); + vec4 ddyVec = vec4(0.0); + int detailFlag = 0; + + //uncomment to test + //range = -20000; + + //if (range > -15000 || dot(Normal,H) > 0.95 ) { + + float ddx = 0.0, ddy = 0.0; + float ddx1 = 0.0, ddy1 = 0.0; + float ddx2 = 0.0, ddy2 = 0.0; + float ddx3 = 0.0, ddy3 = 0.0; + float waveamp; + + float angle = 0.0; + + wave0.freq = WaveFreq ; + wave0.amp = WaveAmp; + wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 45; + wave1.freq = WaveFreq * 2.0 ; + wave1.amp = WaveAmp * 1.25; + wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle += 30; + wave2.freq = WaveFreq * 3.5; + wave2.amp = WaveAmp * 0.75; + wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 50; + wave3.freq = WaveFreq * 3.0 ; + wave3.amp = WaveAmp * 0.75; + wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + // sum waves + + ddx = 0.0, ddy = 0.0; + sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy); + + ddx1 = 0.0, ddy1 = 0.0; + sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1); + + //reset the waves + angle = 0.0; + waveamp = WaveAmp * 0.75; + + wave0.freq = WaveFreq ; + wave0.amp = waveamp; + wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 20; + wave1.freq = WaveFreq * 2.0 ; + wave1.amp = waveamp * 1.25; + wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle += 35; + wave2.freq = WaveFreq * 3.5; + wave2.amp = waveamp * 0.75; + wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + angle -= 45; + wave3.freq = WaveFreq * 3.0 ; + wave3.amp = waveamp * 0.75; + wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); + + // sum waves + ddx2 = 0.0, ddy2 = 0.0; + sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2); + + ddx3 = 0.0, ddy3 = 0.0; + sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3); + + ddxVec = vec4(ddx, ddx1, ddx2, ddx3); + ddyVec = vec4(ddy, ddy1, ddy2, ddy3); + + //toggle detailFlag + detailFlag = 1; + //} // end sine stuff + + float ddxSum = dot(ddxVec, AllOnes); + float ddySum = dot(ddyVec, AllOnes); + + 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 viewt = vec4(-E, 0.0) * 0.6; + + vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0; + + //normalmaps + vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; + vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0; + + rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; + nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0; + + nmap *= windEffect_low; + nmap1 *= windEffect_low; + + // mix water and noise, modulated by factor + vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness); + vNorm.r += ddxSum; + + if (normalmap_dds > 0) + vNorm = -vNorm; //dds fix + + //load reflection + //vec4 tmp = vec4(lightdir, 0.0); + vec4 tmp = vec4(0.0); + vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ; + vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ; + vec4 refl ; + + // Test data + // cover = 0; + + if(cover >= 1.5){ + refl = normalize(refTex); + refl.a = 1.0; + } + 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) * windScale) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0); + + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0); + + //if(detailFlag > 0) + //{ + N0 *= windEffect_low; + N1 *= windEffect_low; + //N0.r += (ddx + ddx1 + ddx2 + ddx3); + //N0.g += (ddy + ddy1 + ddy2 + ddy3); + + N0.r += ddxSum; + N0.g += ddySum; + + Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness); + Normal = normalize(Normal.x * VTangent + Normal.y * VBinormal + Normal.z * normal); + if (normalmap_dds > 0) + Normal = -Normal; //dds fix + //} + + + // specular +// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0; +// vec4 specular = vec4(specular_color, 0.5); +// + //specular_color *= saturation * 0.3 ; + //float specular = saturation * 0.3; + + //calculate fresnel + vec4 invfres = vec4( dot(vNorm, viewt) ); + vec4 fres = vec4(1.0) + invfres; + refl *= fres; + + //calculate final colour + //vec4 ambient_light = gl_LightSource[0].diffuse; + vec4 finalColor = refl; + +// if(cover >= 1.5){ +// // specular = 0.0; +// // } else { +// finalColor.rgb = finalColor.rgb + specular_color; +// } + + //add foam + vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); +// if (range > -10000.0){ + + float foamSlope = 0.1 + 0.1 * windScale; + //float waveSlope = mix(N0.g, N1.g, 0.25); + float waveSlope = Normal.g; + + if (windEffect >= 8.0) + + if (waveSlope >= foamSlope){ + finalColor = mix( finalColor, + max(finalColor, finalColor + foam_texel), + smoothstep(0.01, 0.50, Normal.g) + ); + } + +// } // end range + + + float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb, + vec3( 0.3, 0.59, 0.11 ) + ); +// float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + specular_color, +// vec3( 0.3, 0.59, 0.11 ) +// ); + encode_gbuffer(Normal, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z); + }