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 @@
+
+
+
+
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ambient-and-diffuse
+
+
+
+
+
+
+
+ smooth
+ back
+
+
+
+
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+ saturation
+ float
+
+
+
+
+
+
+ CloudCover0
+ float
+
+
+
+
+
+ CloudCover1
+ float
+
+
+
+
+
+ CloudCover2
+ float
+
+
+
+
+
+ CloudCover3
+ float
+
+
+
+
+
+ CloudCover4
+ float
+
+
+
+
+
+ Status
+ int
+
+
+
+
+
+
+ Overcast
+ float
+
+
+
+
+
+ WindE
+ float
+
+
+
+
+
+ WindN
+ float
+
+
+
+
+
+ WaveFreq
+ float
+
+
+
+
+
+ WaveAmp
+ float
+
+
+
+
+
+ WaveSharp
+ float
+
+
+
+
+
+ WaveAngle
+ float
+
+
+
+
+
+ WaveFactor
+ float
+
+
+
+
+
+ WaveDAngle
+ float
+
+
+
+
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ fogType
+ int
+
+
+
+
+
+
+ rembrandt_enabled
+ int
+
+
+
+
+
+
+
+
+
+ /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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ambient-and-diffuse
+
+
+
+
+
+
+
+ smooth
+ back
+
+
+
+
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+ saturation
+ float
+
+
+
+
+
+
+ CloudCover0
+ float
+
+
+
+
+
+ CloudCover1
+ float
+
+
+
+
+
+ CloudCover2
+ float
+
+
+
+
+
+ CloudCover3
+ float
+
+
+
+
+
+ CloudCover4
+ float
+
+
+
+
+
+ Status
+ int
+
+
+
+
+
+ Overcast
+ float
+
+
+
+
+
+ WindE
+ float
+
+
+
+
+
+ WindN
+ float
+
+
+
+
+
+
+ WaveFreq
+ float
+
+
+
+
+
+ WaveAmp
+ float
+
+
+
+
+
+ WaveSharp
+ float
+
+
+
+
+
+ WaveAngle
+ float
+
+
+
+
+
+ WaveFactor
+ float
+
+
+
+
+
+ WaveDAngle
+ float
+
+
+
+
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ fogType
+ int
+
+
+
+
+
+
+ rembrandt_enabled
+ int
+
+
+
+
+
+
@@ -863,6 +1646,13 @@
+
+ rembrandt_enabled
+ int
+
+
+
+
@@ -1234,6 +2024,13 @@
+
+ rembrandt_enabled
+ int
+
+
+
+
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);
+ }