From 3cdf9da27a8edd384bc791318fbdce0f857f9515 Mon Sep 17 00:00:00 2001 From: "gral@who.net" Date: Thu, 30 Sep 2010 01:29:16 +0200 Subject: [PATCH] Next version of water shader, some clean up --- Effects/water.eff | 107 +++++++++++++++++++++++++++++++++-- Shaders/water.frag | 137 ++++++++++++++++++++++----------------------- Shaders/water.vert | 47 ++++++++++++---- 3 files changed, 203 insertions(+), 88 deletions(-) diff --git a/Effects/water.eff b/Effects/water.eff index 171ec5c3c..48aad5ca7 100644 --- a/Effects/water.eff +++ b/Effects/water.eff @@ -2,11 +2,48 @@ Effects/water Effects/terrain-default - + + + Textures/Water/water-reflection.png + linear-mipmap-linear + repeat + repeat + normalized + + + Textures/Water/water-refraction.png + linear-mipmap-linear + repeat + repeat + normalized + + + Textures/Water/water-normalmap.png + linear-mipmap-linear + repeat + repeat + normalized + + + Textures/Water/water-dudv.png + linear-mipmap-linear + repeat + repeat + normalized + + + /rendering/scene/saturation + + + /sim/rendering/water-shader /sim/rendering/shader-effects + + 2.0 + /sim/rendering/quality-level + 2.0 @@ -37,18 +74,76 @@ render-bin/bin-number render-bin/bin-name - + 0 - noise + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + texture[0]/internal-format + + + + 1 + texture[1]/image + texture[1]/filter + texture[1]/wrap-s + texture[1]/wrap-t + + texture[1]/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 + Shaders/water.vert Shaders/water.frag - texture - sampler-3d - 0 + water_reflection + sampler-2d + 0 + + + water_refraction + sampler-2d + 1 + + + water_normalmap + sampler-2d + 2 + + + water_dudvmap + sampler-2d + 3 + + + saturation + float + 0.4 + + diff --git a/Shaders/water.frag b/Shaders/water.frag index 50ae098f8..d126b4d47 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -1,86 +1,81 @@ -#version 120 +uniform sampler2D water_normalmap; +uniform sampler2D water_reflection; +uniform sampler2D water_dudvmap; +uniform float saturation; -varying vec4 rawpos; +varying vec4 waterTex1; //moving texcoords +varying vec4 waterTex2; //moving texcoords +varying vec4 waterTex4; //viewts varying vec4 ecPosition; -varying vec3 VNormal; -varying vec3 Normal; -varying vec3 lightVec; +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; -uniform sampler3D NoiseTex; -uniform float osg_SimulationTime; - -//const float scale = 1.0; - -void main (void) +void main(void) { - vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); - vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); +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); - 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)); +// compute direction to viewer +vec3 E = normalize(viewerdir); - 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); - } +// compute direction to light source +vec3 L = normalize(lightdir); - 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; +// half vector +vec3 H = normalize(L + E); + +const float water_shininess = 240.0; - 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; +vec4 viewt = normalize(waterTex4); - 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 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; +vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; +//vec4 fdist = dist; +vec4 fdist = normalize(dist); +fdist *= sca; - vec3 Eye = normalize(-ecPosition.xyz); - vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24)))); +//normalmap +vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0; +vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; +vec4 vNorm = normalize(nmap0 + nmap2); - vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9); - vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0); +//load reflection +vec4 tmp = vec4(lightdir, 0.0); +vec4 refTex = texture2D(water_reflection, vec2(tmp)); +vec4 refl = normalize(refTex); - vec4 ambientColor = gl_LightSource[0].ambient; - vec4 light = ambientColor; - c1 *= light; +vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0); +vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0); +vec3 N = normalize(normal+N0+N1); - float bumpFact = (bumped.r+bumped.g+bumped.b); - float ReflectedEye = max(dot(Reflected, Eye), 0.0); - float eyeFact = pow(ReflectedEye, 20.0); - c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact; - c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact; - eyeFact = pow(eyeFact, 20.0); - c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact; +vec3 specular_color = vec3(gl_LightSource[0].diffuse) + * pow(max(0.0, dot(N, H)), water_shininess) * 6.0; - vec4 finalColor = c1; - gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); +vec4 specular = vec4(specular_color,0.5); + +//calculate fresnel +vec4 invfres = vec4( dot(vNorm, viewt) ); +vec4 fres = vec4(1.0) + invfres; +refl *= fres; + + +specular = specular * saturation; + +vec4 finalColor = refl + specular; + +float fogFactor; +float fogCoord = ecPosition.z; +const float LOG2 = 1.442695; +fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + +vec4 ambient_light = gl_LightSource[0].diffuse; + + finalColor *= ambient_light; + + if(gl_Fog.density == 1.0) + fogFactor=1.0; + +gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor); } diff --git a/Shaders/water.vert b/Shaders/water.vert index ca61aa33c..206109a77 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -1,15 +1,40 @@ -varying vec4 rawpos; +varying vec4 waterTex1; +varying vec4 waterTex2; +varying vec4 waterTex4; varying vec4 ecPosition; -varying vec3 VNormal; -varying vec3 Normal; -varying vec3 lightVec; +uniform float osg_SimulationTime; +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; void main(void) { - rawpos = gl_Vertex; - ecPosition = gl_ModelViewMatrix * gl_Vertex; - VNormal = normalize(gl_NormalMatrix * gl_Normal); - Normal = normalize(gl_Normal); - lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/); - gl_Position = ftransform(); -} + +vec3 N = normalize(gl_Normal); +normal = N; + +ecPosition = gl_ModelViewMatrix * gl_Vertex; + +viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); +lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); + +vec4 temp; +vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0); +vec4 norm = vec4(0.0, 1.0, 0.0, 0.0); +vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0); + +temp = ecPosition; +waterTex4.x = dot(temp, tangent); +waterTex4.y = dot(temp, binormal); +waterTex4.z = dot(temp, norm); +waterTex4.w = 0.0; + +vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0); +vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0); + +waterTex1 = gl_MultiTexCoord0 + t1; +waterTex2 = gl_MultiTexCoord0 + t2; + + +gl_Position = ftransform(); +} \ No newline at end of file