Next version of water shader, some clean up
This commit is contained in:
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125ff9dd38
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3cdf9da27a
3 changed files with 203 additions and 88 deletions
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@ -2,11 +2,48 @@
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<PropertyList>
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<PropertyList>
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<name>Effects/water</name>
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<name>Effects/water</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<inherits-from>Effects/terrain-default</inherits-from>
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<technique n="9">
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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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<saturation>
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<use>/rendering/scene/saturation</use>
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</saturation>
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</parameters>
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<technique n="8">
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<predicate>
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<predicate>
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<and>
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<and>
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<property>/sim/rendering/water-shader</property>
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<property>/sim/rendering/water-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/quality-level</float-property>
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</less-equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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@ -39,16 +76,74 @@
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</render-bin>
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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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<unit>0</unit>
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<type>noise</type>
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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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<program>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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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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<fragment-shader>Shaders/water.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>texture</name>
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<name>water_reflection</name>
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<type>sampler-3d</type>
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<type>sampler-2d</type>
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<value type="int">0</value></uniform>
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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>saturation</name>
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<type>float</type>
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<value>0.4</value>
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<!--<value><use>saturation</use></value>-->
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -1,86 +1,81 @@
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#version 120
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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uniform float saturation;
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varying vec4 rawpos;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex4; //viewts
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varying vec4 ecPosition;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 viewerdir;
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varying vec3 Normal;
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varying vec3 lightdir;
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varying vec3 lightVec;
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varying vec3 normal;
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uniform sampler3D NoiseTex;
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uniform float osg_SimulationTime;
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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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{
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vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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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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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
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// compute direction to viewer
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
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vec3 E = normalize(viewerdir);
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// compute direction to light source
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vec3 L = normalize(lightdir);
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// half vector
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vec3 H = normalize(L + E);
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const float water_shininess = 240.0;
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0;
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//vec4 fdist = dist;
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vec4 fdist = normalize(dist);
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fdist *= sca;
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//normalmap
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vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0;
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vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 vNorm = normalize(nmap0 + nmap2);
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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vec4 refTex = texture2D(water_reflection, vec2(tmp));
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vec4 refl = normalize(refTex);
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0);
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vec3 N = normalize(normal+N0+N1);
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vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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vec4 specular = vec4(specular_color,0.5);
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//calculate 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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refl *= fres;
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specular = specular * saturation;
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vec4 finalColor = refl + specular;
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float fogFactor;
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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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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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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 = 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 a=1.0;
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vec4 ambient_light = gl_LightSource[0].diffuse;
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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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a=4.0;
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finalColor *= ambient_light;
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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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vec4 c1;
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if(gl_Fog.density == 1.0)
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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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fogFactor=1.0;
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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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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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vec4 ambientColor = gl_LightSource[0].ambient;
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vec4 light = ambientColor;
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c1 *= light;
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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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vec4 finalColor = c1;
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gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
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gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
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}
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}
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@ -1,15 +1,40 @@
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varying vec4 rawpos;
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec4 waterTex4;
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varying vec4 ecPosition;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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uniform float osg_SimulationTime;
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varying vec3 Normal;
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varying vec3 viewerdir;
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varying vec3 lightVec;
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varying vec3 lightdir;
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varying vec3 normal;
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void main(void)
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void main(void)
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{
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{
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rawpos = gl_Vertex;
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vec3 N = normalize(gl_Normal);
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normal = N;
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ecPosition = gl_ModelViewMatrix * 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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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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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 = ecPosition;
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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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vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0);
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waterTex1 = gl_MultiTexCoord0 + t1;
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waterTex2 = gl_MultiTexCoord0 + t2;
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gl_Position = ftransform();
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gl_Position = ftransform();
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}
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}
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