Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
22d703ad76
9 changed files with 86 additions and 250 deletions
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@ -2,43 +2,6 @@
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<PropertyList>
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<name>Effects/water</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="0">
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<image>Textures/Water/water-reflection.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="1">
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<image>Textures/Water/water-refraction.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="2">
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<image>Textures/Water/water-normalmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures/Water/water-dudv.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="4">
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<image>Textures/Water/water-depth.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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@ -51,7 +14,7 @@
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_120</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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@ -74,93 +37,18 @@
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[1]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<fragment-shader>Shaders/water.frag</fragment-shader>
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</program>
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<uniform>
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<name>water_reflection</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>water_refraction</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>water_normalmap</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>water_dudvmap</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>water_depthmap</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<!--<uniform>
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<name>waterColor</name>
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<value type="float-vec4">0.0 0.0 1.0 1.0</value>
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</uniform>
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<uniform>
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<name>waterDepth</name>
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<value type="float-vec4">1.0 1.0 1.0 1.0</value>
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</uniform>-->
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<name>texture</name>
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<type>sampler-3d</type>
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<value type="int">0</value></uniform>
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</pass>
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</technique>
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</PropertyList>
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@ -1,106 +1,86 @@
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_refraction;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_depthmap;
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#version 120
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vec4 waterColor = vec4(0.0,0.2,1.0,1.0);
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vec4 waterDepth = vec4(0.0,0.2,1.0,1.0);
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 lightVec;
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varying vec4 waterTex0; //lightpos
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex3; //for projection
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varying vec4 waterTex4; //viewts
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varying float fogCoord;
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uniform sampler3D NoiseTex;
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uniform float osg_SimulationTime;
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//unit 0 = water_reflection
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//unit 1 = water_refraction
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//unit 2 = water_normalmap
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//unit 3 = water_dudvmap
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//unit 4 = water_depthmap
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//const float scale = 1.0;
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void main(void)
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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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const vec4 two = vec4(2.0, 2.0, 2.0, 1.0);
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const vec4 mone = vec4(-1.0, -1.0, -1.0, 1.0);
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vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
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vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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const vec4 ofive = vec4(0.5,0.5,0.5,1.0);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
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const float exponent = 64.0;
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float fogFactor;
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if (gl_Fog.density == 1.0)
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{
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fogFactor=1.0;
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}
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else
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{
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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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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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float a=1.0;
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float n=0.00;
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n += nvLS[0]*a;
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a/=2.0;
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n += nvLS[1]*a;
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a/=2.0;
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n += nvLS[2]*a;
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a/=2.0;
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n += nvLS[3]*a;
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vec4 lightTS = normalize(waterTex0);
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale));
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2));
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vec4 fdist = dist;
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fdist = fdist * two + mone;
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fdist = normalize(fdist);
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fdist *= sca;
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a=4.0;
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float na=n;
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na += nvL[0]*1.1;
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a*=1.2;
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na += nvL[1]*a;
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a*=1.2;
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na += nvL[2]*a;
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a*=1.2;
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na += nvL[3]*a;
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a=2.0;
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na += noisevec[0]*a*0.2;
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a*=1.2;
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na += noisevec[1]*a;
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a*=1.2;
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na += noisevec[2]*a;
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a*=1.2;
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na += noisevec[3]*a;
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//load normalmap
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vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis*sca2));
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nmap = (nmap-ofive) * two;
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vec4 vNorm = nmap;
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vNorm = normalize(nmap);
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vec4 c1;
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c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
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//get projective texcoords
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vec4 tmp = vec4(1.0 / waterTex3.w);
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vec4 temp = tmp;
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vec3 Eye = normalize(-ecPosition.xyz);
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vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
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vec4 projCoord = waterTex3 * tmp;
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projCoord += vec4(1.0);
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projCoord *= vec4(0.5);
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tmp = projCoord + fdist;
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tmp = clamp(tmp, 0.001, 0.999);
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vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
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vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
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//load reflection,refraction and depth texture
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vec4 refTex = texture2D(water_reflection, vec2(tmp));
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vec4 refl = refTex;
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vec4 refr = texture2D(water_refraction, vec2(tmp));
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vec4 wdepth = texture2D(water_depthmap, vec2(tmp));
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vec4 ambientColor = gl_LightSource[0].ambient;
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vec4 light = ambientColor;
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c1 *= light;
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wdepth = vec4(pow(wdepth.x, 4.0));
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vec4 invdepth = 1.0 - wdepth;
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float bumpFact = (bumped.r+bumped.g+bumped.b);
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float ReflectedEye = max(dot(Reflected, Eye), 0.0);
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float eyeFact = pow(ReflectedEye, 20.0);
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c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact;
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c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact;
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eyeFact = pow(eyeFact, 20.0);
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c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact;
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//calculate specular highlight
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vec4 vRef = normalize(reflect(lightTS, vNorm));
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float stemp =max(0.0, dot(viewt, vRef)*tan(0.788));
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stemp = pow(stemp, exponent);
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vec4 specular = vec4(stemp);
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//calculate fresnel and inverted 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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//calculate reflection and refraction
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refr *= invfres;
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refr *= invdepth;
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temp = waterColor * wdepth * invfres;
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refr += temp;
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refl *= fres;
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//add reflection and refraction
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tmp = refr + refl;
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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vec4 finalColor = tmp + specular;
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vec4 constantColor = vec4(1.0,1.0,1.0,1.0);
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vec4 ambient_light = gl_LightSource[0].diffuse * constantColor + constantColor;
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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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vec4 finalColor = c1;
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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}
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@ -1,47 +1,15 @@
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varying vec4 waterTex0;
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec4 waterTex3;
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varying vec4 waterTex4;
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uniform float osg_SimulationTime;
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varying vec3 lightVec;
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varying float fogCoord;
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 lightVec;
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void main(void)
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{
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lightVec = normalize(gl_LightSource[0].position.xyz);
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec4 lightpos = vec4(lightVec, 1.0);
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vec4 temp;
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vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0);
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vec4 norm = vec4(0.0, 1.0, 0.0, 0.0);
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vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0);
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temp = gl_ModelViewMatrix * gl_Vertex;
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waterTex4.x = dot(temp, tangent);
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waterTex4.y = dot(temp, binormal);
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waterTex4.z = dot(temp, norm);
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waterTex4.w = 0.0;
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temp = lightpos;
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waterTex0.x = dot(temp, tangent);
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waterTex0.y = dot(temp, binormal);
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waterTex0.z = dot(temp, norm);
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waterTex0.w = 0.0;
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vec4 t1 = vec4(0.0, osg_SimulationTime*0.035217, 0.0,0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0212, 0.0,0.0);
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waterTex1 = gl_MultiTexCoord0 + t1;
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waterTex2 = gl_MultiTexCoord0 + t2;
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waterTex3 = gl_MultiTexCoord0;
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fogCoord = abs(ecPosition.z / ecPosition.w);
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gl_Position = ftransform();
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
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gl_Position = ftransform();
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}
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