diff --git a/Effects/water.eff b/Effects/water.eff index 48aad5ca7..248950cb6 100644 --- a/Effects/water.eff +++ b/Effects/water.eff @@ -146,4 +146,53 @@ + + + + /sim/rendering/water-shader + /sim/rendering/shader-effects + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + true + + material/ambient + material/diffuse + material/specular + ambient-and-diffuse + + transparent + transparent + smooth + back + + render-bin/bin-number + render-bin/bin-name + + + 0 + noise + + + Shaders/water-orig.vert + Shaders/water-orig.frag + + + texture + sampler-3d + 0 + + diff --git a/Shaders/water-orig.frag b/Shaders/water-orig.frag new file mode 100644 index 000000000..50ae098f8 --- /dev/null +++ b/Shaders/water-orig.frag @@ -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); +} diff --git a/Shaders/water-orig.vert b/Shaders/water-orig.vert new file mode 100644 index 000000000..ca61aa33c --- /dev/null +++ b/Shaders/water-orig.vert @@ -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(); +}