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Merge branch 'master' of git://gitorious.org/fg/fgdata

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BARANGER Emmanuel 2010-10-03 19:19:01 +02:00
commit 6671adde94
9 changed files with 338 additions and 85 deletions

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@ -2,6 +2,150 @@
<PropertyList> <PropertyList>
<name>Effects/water</name> <name>Effects/water</name>
<inherits-from>Effects/terrain-default</inherits-from> <inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="0">
<image>Textures/Water/water-reflection.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="1">
<image>Textures/Water/water-refraction.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/Water/water-normalmap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Water/water-dudv.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<saturation>
<use>/rendering/scene/saturation</use>
</saturation>
</parameters>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/water-shader</property>
<property>/sim/rendering/shader-effects</property>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/quality-level</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/water.frag</fragment-shader>
</program>
<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>water_refraction</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<value>0.4</value>
<!--<value><use>saturation</use></value>-->
</uniform>
</pass>
</technique>
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
@ -42,8 +186,8 @@
<type>noise</type> <type>noise</type>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader>Shaders/water.vert</vertex-shader> <vertex-shader>Shaders/water-orig.vert</vertex-shader>
<fragment-shader>Shaders/water.frag</fragment-shader> <fragment-shader>Shaders/water-orig.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>texture</name> <name>texture</name>

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@ -97,7 +97,7 @@ void main (void)
reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset; reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
} }
reflFactor = clamp(reflFactor * ns.a, 0.0, 1.0); reflFactor = clamp(reflFactor, 0.0, 1.0);
// set ambient adjustment to remove bluiness with user input // set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(ambient_correction, -1.0, 1.0); float ambient_offset = clamp(ambient_correction, -1.0, 1.0);

86
Shaders/water-orig.frag Normal file
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@ -0,0 +1,86 @@
#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 lightVec;
uniform sampler3D NoiseTex;
uniform float osg_SimulationTime;
//const float scale = 1.0;
void main (void)
{
vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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));
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);
}
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;
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 c1;
c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
vec3 Eye = normalize(-ecPosition.xyz);
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
vec4 ambientColor = gl_LightSource[0].ambient;
vec4 light = ambientColor;
c1 *= light;
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;
vec4 finalColor = c1;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
}

15
Shaders/water-orig.vert Normal file
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@ -0,0 +1,15 @@
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 lightVec;
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();
}

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@ -1,86 +1,80 @@
#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 vec4 ecPosition;
varying vec3 VNormal; varying vec3 viewerdir;
varying vec3 Normal; varying vec3 lightdir;
varying vec3 lightVec; varying vec3 normal;
uniform sampler3D NoiseTex; void main(void)
uniform float osg_SimulationTime;
//const float scale = 1.0;
void main (void)
{ {
vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); 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)); // compute direction to viewer
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212)); vec3 E = normalize(viewerdir);
float fogFactor; // compute direction to light source
if (gl_Fog.density == 1.0) vec3 L = normalize(lightdir);
{
// half vector
vec3 H = normalize(L + E);
const float water_shininess = 240.0;
vec4 viewt = normalize(waterTex4);
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 = normalize(dist);
fdist *= sca;
//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);
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp));
vec4 refl = normalize(refTex);
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);
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);
//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; 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);
}
float a=1.0; gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
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;
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 c1;
c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
vec3 Eye = normalize(-ecPosition.xyz);
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
vec4 ambientColor = gl_LightSource[0].ambient;
vec4 light = ambientColor;
c1 *= light;
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;
vec4 finalColor = c1;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
} }

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@ -1,15 +1,29 @@
varying vec4 rawpos; varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex4;
varying vec4 ecPosition; varying vec4 ecPosition;
varying vec3 VNormal; uniform float osg_SimulationTime;
varying vec3 Normal; varying vec3 viewerdir;
varying vec3 lightVec; varying vec3 lightdir;
varying vec3 normal;
void main(void) void main(void)
{ {
rawpos = gl_Vertex; vec3 N = normalize(gl_Normal);
ecPosition = gl_ModelViewMatrix * gl_Vertex; normal = N;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal); ecPosition = gl_ModelViewMatrix * gl_Vertex;
lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
gl_Position = ftransform(); viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
waterTex4 = vec4( ecPosition.xzy, 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();
} }

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