Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
6671adde94
9 changed files with 338 additions and 85 deletions
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@ -2,6 +2,150 @@
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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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||||||
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<parameters>
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||||||
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<texture n="0">
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||||||
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<image>Textures/Water/water-reflection.png</image>
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||||||
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<filter>linear-mipmap-linear</filter>
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||||||
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<wrap-s>repeat</wrap-s>
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||||||
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<wrap-t>repeat</wrap-t>
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||||||
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<internal-format>normalized</internal-format>
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||||||
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</texture>
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||||||
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<texture n="1">
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||||||
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<image>Textures/Water/water-refraction.png</image>
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||||||
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<filter>linear-mipmap-linear</filter>
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||||||
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<wrap-s>repeat</wrap-s>
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||||||
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<wrap-t>repeat</wrap-t>
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||||||
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<internal-format>normalized</internal-format>
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||||||
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</texture>
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||||||
|
<texture n="2">
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||||||
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<image>Textures/Water/water-normalmap.png</image>
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||||||
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<filter>linear-mipmap-linear</filter>
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||||||
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<wrap-s>repeat</wrap-s>
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||||||
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<wrap-t>repeat</wrap-t>
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||||||
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<internal-format>normalized</internal-format>
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||||||
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</texture>
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||||||
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<texture n="3">
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||||||
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<image>Textures/Water/water-dudv.png</image>
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||||||
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<filter>linear-mipmap-linear</filter>
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||||||
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<wrap-s>repeat</wrap-s>
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||||||
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<wrap-t>repeat</wrap-t>
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||||||
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<internal-format>normalized</internal-format>
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||||||
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</texture>
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||||||
|
<saturation>
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||||||
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<use>/rendering/scene/saturation</use>
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||||||
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</saturation>
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||||||
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</parameters>
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||||||
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<technique n="8">
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||||||
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<predicate>
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||||||
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<and>
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||||||
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<property>/sim/rendering/water-shader</property>
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||||||
|
<property>/sim/rendering/shader-effects</property>
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||||||
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<less-equal>
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||||||
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<value type="float">2.0</value>
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||||||
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<float-property>/sim/rendering/quality-level</float-property>
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||||||
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</less-equal>
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||||||
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<or>
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||||||
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<less-equal>
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||||||
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<value type="float">2.0</value>
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||||||
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<glversion/>
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||||||
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</less-equal>
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||||||
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<and>
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||||||
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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||||||
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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||||||
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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||||||
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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||||||
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</and>
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||||||
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</or>
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||||||
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</and>
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||||||
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</predicate>
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||||||
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<pass>
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||||||
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<lighting>true</lighting>
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||||||
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<material>
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||||||
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<ambient><use>material/ambient</use></ambient>
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||||||
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<diffuse><use>material/diffuse</use></diffuse>
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||||||
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<specular><use>material/specular</use></specular>
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||||||
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<color-mode>ambient-and-diffuse</color-mode>
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||||||
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</material>
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||||||
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<blend><use>transparent</use></blend>
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||||||
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<alpha-test><use>transparent</use></alpha-test>
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||||||
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<shade-model>smooth</shade-model>
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||||||
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<cull-face>back</cull-face>
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||||||
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<render-bin>
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||||||
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<bin-number><use>render-bin/bin-number</use></bin-number>
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||||||
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<bin-name><use>render-bin/bin-name</use></bin-name>
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||||||
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</render-bin>
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||||||
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<texture-unit>
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||||||
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<unit>0</unit>
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||||||
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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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||||||
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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>
|
||||||
|
<use>texture[0]/internal-format</use>
|
||||||
|
</internal-format>
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||||||
|
</texture-unit>
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||||||
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<texture-unit>
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||||||
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<unit>1</unit>
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||||||
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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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||||||
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<use>texture[1]/internal-format</use>
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||||||
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</internal-format>
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||||||
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</texture-unit>
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||||||
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<texture-unit>
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||||||
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<unit>2</unit>
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||||||
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<image><use>texture[2]/image</use></image>
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||||||
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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>
|
||||||
|
<use>texture[2]/internal-format</use>
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||||||
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</internal-format>
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||||||
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</texture-unit>
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||||||
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<texture-unit>
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||||||
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<unit>3</unit>
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||||||
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<image><use>texture[3]/image</use></image>
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||||||
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<filter><use>texture[3]/filter</use></filter>
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||||||
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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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||||||
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<internal-format>
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||||||
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<use>texture[3]/internal-format</use>
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||||||
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</internal-format>
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||||||
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</texture-unit>
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||||||
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<program>
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||||||
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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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||||||
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<name>water_reflection</name>
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||||||
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<type>sampler-2d</type>
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||||||
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<value type="int">0</value>
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||||||
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</uniform>
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<uniform>
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||||||
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<name>water_refraction</name>
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||||||
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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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||||||
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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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||||||
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</uniform>
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||||||
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<uniform>
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||||||
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<name>saturation</name>
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||||||
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<type>float</type>
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||||||
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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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||||||
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</pass>
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||||||
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</technique>
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||||||
<technique n="9">
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<technique n="9">
|
||||||
<predicate>
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<predicate>
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||||||
<and>
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<and>
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||||||
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@ -42,8 +186,8 @@
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<type>noise</type>
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<type>noise</type>
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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-orig.vert</vertex-shader>
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||||||
<fragment-shader>Shaders/water.frag</fragment-shader>
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<fragment-shader>Shaders/water-orig.frag</fragment-shader>
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||||||
</program>
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</program>
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||||||
<uniform>
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<uniform>
|
||||||
<name>texture</name>
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<name>texture</name>
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||||||
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@ -97,7 +97,7 @@ void main (void)
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reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
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reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
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}
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}
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reflFactor = clamp(reflFactor * ns.a, 0.0, 1.0);
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// set ambient adjustment to remove bluiness with user input
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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86
Shaders/water-orig.frag
Normal file
86
Shaders/water-orig.frag
Normal file
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@ -0,0 +1,86 @@
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#version 120
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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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||||||
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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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{
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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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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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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 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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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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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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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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||||||
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||||||
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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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||||||
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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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||||||
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
|
||||||
|
}
|
15
Shaders/water-orig.vert
Normal file
15
Shaders/water-orig.vert
Normal file
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@ -0,0 +1,15 @@
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||||||
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varying vec4 rawpos;
|
||||||
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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();
|
||||||
|
}
|
|
@ -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);
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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();
|
||||||
}
|
}
|
BIN
Textures/Water/water-dudv.png
Normal file
BIN
Textures/Water/water-dudv.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 368 KiB |
BIN
Textures/Water/water-normalmap.png
Normal file
BIN
Textures/Water/water-normalmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 525 KiB |
BIN
Textures/Water/water-reflection.png
Normal file
BIN
Textures/Water/water-reflection.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1 KiB |
Loading…
Reference in a new issue