diff --git a/Effects/water.eff b/Effects/water.eff
index 49c0a6630..4a886557a 100644
--- a/Effects/water.eff
+++ b/Effects/water.eff
@@ -11,9 +11,6 @@
normalized
-
-
-
Textures/Water/waves-ver10-nm.dds
linear-mipmap-linear
repeat
@@ -21,11 +18,7 @@
normalized
-
-
-
-
- Textures/Water/water_sine_nmap.dds
+ Textures/Water/water_sine_nmap.dds
linear-mipmap-linear
repeat
repeat
@@ -47,7 +40,6 @@
Textures/Water/perlin-noise-nm.dds
-
linear-mipmap-linear
repeat
repeat
@@ -77,18 +69,12 @@
-
-
@@ -109,50 +95,74 @@
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
- /sim/rendering/shaders/skydome
-
- 4.0
- /sim/rendering/shaders/water
-
-
-
- 2.0
-
-
-
- GL_ARB_shader_objects
- GL_ARB_shading_language_100
- GL_ARB_vertex_shader
- GL_ARB_fragment_shader
-
-
-
-
-
+
+
+
+ /sim/rendering/shaders/skydome
+
+ 4.0
+ /sim/rendering/shaders/water
+
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
true
@@ -201,10 +211,6 @@
-->
-
2
@@ -297,9 +303,7 @@
-
Shaders/water_lightfield.vert
-
Shaders/water_lightfield.frag
-
water_normalmap
sampler-2d
@@ -322,11 +321,6 @@
sampler-2d
3
-
sea_foam
sampler-2d
@@ -341,57 +335,10 @@
saturation
float
-
-
-
-
WindE
float
@@ -406,13 +353,6 @@
-
WaveFreq
float
@@ -458,7 +398,7 @@
-
+
visibility
float
@@ -488,10 +428,12 @@
- ground_scattering
- float
-
-
+ ground_scattering
+ float
+
+
+
+
terminator
float
@@ -499,48 +441,50 @@
-
- terrain_alt
- float
-
-
-
- overcast
- float
-
-
-
- eye_alt
- float
-
-
-
-
- sea_r
- float
-
-
-
- sea_g
- float
-
-
-
- sea_b
- float
-
-
-
-
-
-
-
+
+
+ overcast
+ float
+
+
+
+
+
+ eye_alt
+ float
+
+
+
+
+
+
+ sea_r
+ float
+
+
+
+
+
+ sea_g
+ float
+
+
+
+
+
+ sea_b
+ float
+
+
+
+
+
@@ -598,6 +542,7 @@
+
0
@@ -616,7 +561,6 @@
-
2
@@ -709,7 +653,6 @@
-
Shaders/water.vert
Shaders/include_fog.frag
Shaders/water_sine.frag
@@ -719,7 +662,6 @@
sampler-2d
0
-
water_normalmap
sampler-2d
@@ -749,7 +691,9 @@
saturation
float
-
+
+
+
CloudCover0
@@ -815,13 +759,6 @@
-
WaveFreq
float
@@ -865,9 +802,7 @@
-
-
-
+
visibility
float
@@ -910,7 +845,7 @@
-
+
@@ -1075,7 +1010,6 @@
-
Shaders/water.vert
Shaders/include_fog.frag
Shaders/water.frag
diff --git a/Shaders/water.frag b/Shaders/water.frag
index 2d5345bb8..1a3ee8b60 100644
--- a/Shaders/water.frag
+++ b/Shaders/water.frag
@@ -4,6 +4,9 @@
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
+// Optimisation - 2012-5-05
+// Based on ideas by Thorsten Renk
+// © Emilian Huminiuc and Vivian Meazza
#version 120
@@ -21,8 +24,6 @@ uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
-varying vec4 waterTex4; //viewts
-varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
@@ -72,7 +73,7 @@ void main(void)
//bool Status = true;
- float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
+ float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
float windScale = 15.0/(3.0 + windEffect); //wave scale
float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect); //wave roughness filter
@@ -91,7 +92,7 @@ void main(void)
}
}
- vec4 viewt = normalize(waterTex4);
+ vec4 viewt = vec4(-E, 0.0) * 0.6;
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
@@ -122,13 +123,14 @@ void main(void)
nmap1 *= windEffect_low;
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
- //vNorm.r += ddx;
+
vNorm = -vNorm; //dds fix
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex;
vec4 refl;
+
// cover = 0;
if(cover >= 1.5){
@@ -163,8 +165,6 @@ void main(void)
N1 *= windEffect_low;
vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
- //N.r += ddx;
- //N.g += ddy;
N = -N; //dds fix
@@ -180,15 +180,6 @@ void main(void)
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
- //calculate the fog factor
-// float fogFactor;
-// float fogCoord = ecPosition.z;
-// const float LOG2 = 1.442695;
-// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
-//
-// if(gl_Fog.density == 1.0)
-// fogFactor=1.0;
-
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
@@ -200,7 +191,6 @@ void main(void)
}
float foamSlope = 0.10 + 0.1 * windScale;
- //float waveSlope = mix(N0.g, N1.g, 0.25);
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
float waveSlope = N.g;
diff --git a/Shaders/water.vert b/Shaders/water.vert
index ab6e1b92c..614f84f0e 100644
--- a/Shaders/water.vert
+++ b/Shaders/water.vert
@@ -9,8 +9,7 @@
varying vec4 waterTex1;
varying vec4 waterTex2;
-varying vec4 waterTex4;
-varying vec4 ecPosition;
+//varying vec4 waterTex4;
varying vec3 viewerdir;
varying vec3 lightdir;
@@ -19,53 +18,48 @@ varying vec3 normal;
uniform float osg_SimulationTime;
uniform float WindE, WindN;
-////fog "include"////////
-// uniform int fogType;
-//
-// void fog_Func(int type);
-/////////////////////////
-
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
-{
- rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
- sin( angle ), cos( angle ), 0.0, 0.0,
- 0.0 , 0.0 , 1.0, 0.0,
- 0.0 , 0.0 , 0.0, 1.0 );
-}
+ {
+ rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
+ sin( angle ), cos( angle ), 0.0, 0.0,
+ 0.0 , 0.0 , 1.0, 0.0,
+ 0.0 , 0.0 , 0.0, 1.0 );
+ }
void main(void)
-{
- mat4 RotationMatrix;
- vec3 N = normalize(gl_Normal);
- normal = N;
+ {
+ mat4 RotationMatrix;
+ vec3 N = normalize(gl_Normal);
+ normal = N;
- ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
- viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
- lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
+ viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
+ lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
- waterTex4 = vec4( ecPosition.xzy, 0.0 );
+ //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);
+ 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);
- float Angle;
+ float Angle;
- float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
- if (WindN == 0.0 && WindE == 0.0) {
- Angle = 0.0;
- }else{
- Angle = atan(-WindN, WindE) - atan(1.0);
- }
+ float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
- rotationmatrix(Angle, RotationMatrix);
- waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
+ if (WindN == 0.0 && WindE == 0.0) {
+ Angle = 0.0;
+ }else{
+ Angle = atan(-WindN, WindE) - atan(1.0);
+ }
- rotationmatrix(Angle, RotationMatrix);
- waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
-// fog_Func(fogType);
- gl_Position = ftransform();
-}
\ No newline at end of file
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
+
+ // fog_Func(fogType);
+ gl_Position = ftransform();
+ }
\ No newline at end of file
diff --git a/Shaders/water_sine.frag b/Shaders/water_sine.frag
index 3cf7ec94b..506782391 100644
--- a/Shaders/water_sine.frag
+++ b/Shaders/water_sine.frag
@@ -4,6 +4,9 @@
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
+// Optimisation - 2012-5-05
+// Based on ideas by Thorsten Renk
+// © Emilian Huminiuc and Vivian Meazza
#version 120
@@ -23,8 +26,7 @@ uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
-varying vec4 waterTex4; //viewts
-//varying vec4 ecPosition;
+
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
@@ -42,6 +44,8 @@ uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
+const vec4 AllOnes = vec4(1.0);
+
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
@@ -92,7 +96,7 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
{
mat4 RotationMatrix;
float deriv;
- vec4 P = waterTex1 * 1024;
+ vec4 P = waterTex1 * 1024.0;
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
P *= RotationMatrix;
@@ -139,14 +143,16 @@ void main(void)
const float water_shininess = 240.0;
+ float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
+
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
- float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
- float windScale = 15.0/(3.0 + windEffect); //wave scale
- float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
- float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter
+ float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
+ float windScale = 15.0/(3.0 + windEffect); //wave scale
+ float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
+ float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
//mixFactor = 0.2;
@@ -154,68 +160,94 @@ void main(void)
// sine waves
+ // Test data
//float WaveFreq =1.0;
//float WaveAmp = 1000.0;
//float WaveSharp = 10.0;
- float angle = 0.0;
- wave0.freq = WaveFreq ;
- wave0.amp = WaveAmp;
- wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ vec4 ddxVec = vec4(0.0);
+ vec4 ddyVec = vec4(0.0);
+ int detailFlag = 0;
- angle -= 45;
- wave1.freq = WaveFreq * 2.0 ;
- wave1.amp = WaveAmp * 1.25;
- wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ //uncomment to test
+ //range = -20000;
- angle += 30;
- wave2.freq = WaveFreq * 3.5;
- wave2.amp = WaveAmp * 0.75;
- wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ if (range > -15000 || dot(Normal,H) > 0.95 ) {
- angle -= 50;
- wave3.freq = WaveFreq * 3.0 ;
- wave3.amp = WaveAmp * 0.75;
- wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ float ddx = 0.0, ddy = 0.0;
+ float ddx1 = 0.0, ddy1 = 0.0;
+ float ddx2 = 0.0, ddy2 = 0.0;
+ float ddx3 = 0.0, ddy3 = 0.0;
+ float waveamp;
- // sum waves
+ float angle = 0.0;
- float ddx = 0.0, ddy = 0.0;
- sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
+ wave0.freq = WaveFreq ;
+ wave0.amp = WaveAmp;
+ wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
- float ddx1 = 0.0, ddy1 = 0.0;
- sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
+ angle -= 45;
+ wave1.freq = WaveFreq * 2.0 ;
+ wave1.amp = WaveAmp * 1.25;
+ wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
- //reset the waves
- angle = 0.0;
- float waveamp = WaveAmp * 0.75;
+ angle += 30;
+ wave2.freq = WaveFreq * 3.5;
+ wave2.amp = WaveAmp * 0.75;
+ wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
- wave0.freq = WaveFreq ;
- wave0.amp = waveamp;
- wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ angle -= 50;
+ wave3.freq = WaveFreq * 3.0 ;
+ wave3.amp = WaveAmp * 0.75;
+ wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
- angle -= 20;
- wave1.freq = WaveFreq * 2.0 ;
- wave1.amp = waveamp * 1.25;
- wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ // sum waves
- angle += 35;
- wave2.freq = WaveFreq * 3.5;
- wave2.amp = waveamp * 0.75;
- wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ ddx = 0.0, ddy = 0.0;
+ sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
- angle -= 45;
- wave3.freq = WaveFreq * 3.0 ;
- wave3.amp = waveamp * 0.75;
- wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ ddx1 = 0.0, ddy1 = 0.0;
+ sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
- float ddx2 = 0.0, ddy2 = 0.0;
- sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
+ //reset the waves
+ angle = 0.0;
+ waveamp = WaveAmp * 0.75;
- float ddx3 = 0.0, ddy3 = 0.0;
- sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
+ wave0.freq = WaveFreq ;
+ wave0.amp = waveamp;
+ wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
- // end sine stuff
+ angle -= 20;
+ wave1.freq = WaveFreq * 2.0 ;
+ wave1.amp = waveamp * 1.25;
+ wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+
+ angle += 35;
+ wave2.freq = WaveFreq * 3.5;
+ wave2.amp = waveamp * 0.75;
+ wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+
+ angle -= 45;
+ wave3.freq = WaveFreq * 3.0 ;
+ wave3.amp = waveamp * 0.75;
+ wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+
+ // sum waves
+ ddx2 = 0.0, ddy2 = 0.0;
+ sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
+
+ ddx3 = 0.0, ddy3 = 0.0;
+ sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
+
+ ddxVec = vec4(ddx, ddx1, ddx2, ddx3);
+ ddyVec = vec4(ddy, ddy1, ddy2, ddy3);
+
+ //toggle detailFlag
+ detailFlag = 1;
+ } // end sine stuff
+
+ float ddxSum = dot(ddxVec, AllOnes);
+ float ddySum = dot(ddyVec, AllOnes);
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
@@ -228,16 +260,11 @@ void main(void)
}
}
- vec4 viewt = normalize(waterTex4);
+// vec4 viewt = normalize(waterTex4);
+ vec4 viewt = vec4(-E, 0.0) * 0.6;
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
- //vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
- //dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
- //vec4 fdist = normalize(dist);
- //fdist = -fdist; //dds fix
- //fdist *= sca;
-
//normalmaps
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
@@ -251,18 +278,21 @@ void main(void)
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
- vNorm.r += ddx + ddx1 + ddx2 + ddx3;
+ vNorm.r += ddxSum;
vNorm = -vNorm; //dds fix
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
- vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
- vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
+ vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
+ vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp * waterTex1)) ;
vec4 refl ;
- // cover = 0;
+
+ // Test data
+ // cover = 0;
if(cover >= 1.5){
- refl= normalize(refTex);
+ refl = normalize(refTex);
+ refl.a = 1.0;
}
else
{
@@ -270,10 +300,9 @@ void main(void)
refl.r *= (0.75 + 0.15 * cover);
refl.g *= (0.80 + 0.15 * cover);
refl.b *= (0.875 + 0.125 * cover);
- refl.a *= 1.0;
+ refl.a = 1.0;
}
-
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
@@ -288,19 +317,24 @@ void main(void)
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
- N0 *= windEffect_low;
- N1 *= windEffect_low;
+ if(detailFlag > 0)
+ {
+ N0 *= windEffect_low;
+ N1 *= windEffect_low;
+ //N0.r += (ddx + ddx1 + ddx2 + ddx3);
+ //N0.g += (ddy + ddy1 + ddy2 + ddy3);
- N0.r += (ddx + ddx1 + ddx2 + ddx3);
- N0.g += (ddy + ddy1 + ddy2 + ddy3);
+ N0.r += ddxSum;
+ N0.g += ddySum;
- vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
+ Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
+ Normal = -Normal; //dds fix
+ }
- N = -N; //dds fix
// specular
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
- * pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
+ * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
specular = specular * saturation * 0.3 ;
@@ -310,15 +344,6 @@ void main(void)
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
- //calculate the fog factor
- // float fogFactor;
- // float fogCoord = ecPosition.z;
- // const float LOG2 = 1.442695;
- // fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
- //
- // if(gl_Fog.density == 1.0)
- // fogFactor=1.0;
-
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
@@ -330,41 +355,26 @@ void main(void)
}
//add foam
-
- float foamSlope = 0.10 + 0.1 * windScale;
- //float waveSlope = mix(N0.g, N1.g, 0.25);
-
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
- float waveSlope = N.g;
+ if (range > -10000.0){
- if (windEffect >= 8.0)
- if (waveSlope >= foamSlope){
- finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
+ float foamSlope = 0.1 + 0.1 * windScale;
+ //float waveSlope = mix(N0.g, N1.g, 0.25);
+ float waveSlope = Normal.g;
+
+ if (windEffect >= 8.0)
+
+ if (waveSlope >= foamSlope){
+ finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel),
+ smoothstep(0.01, 0.50, Normal.g));
}
- // float deltaN0 = 1.0 - N0.g;
- //float deltaN1 = 1.0 - N1.g;
- //if (windEffect >= 8.0){
- // if (N0.g >= foamSlope){
- // if (deltaN0 > 0.8){
- // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N0.g));
- // } else {
- // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.15, 0.25, deltaN0));
- // }
- // }
- // if (N1.g >= foamSlope){
- // if (deltaN1 > 0.85){
- // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.13, N1.g));
- // } else {
- // finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.20, deltaN1));
- // }
- // }
- //}
+ } // end range
- finalColor *= ambient_light;
+ finalColor *= ambient_light;
- //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
- finalColor.rgb = fog_Func(finalColor.rgb, fogType);
- gl_FragColor = finalColor;
+ //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
+ finalColor.rgb = fog_Func(finalColor.rgb, fogType);
+ gl_FragColor = finalColor;
}
diff --git a/Textures/Terrain/water.png b/Textures/Terrain/water.png
index 54c47eaef..74eaba2d8 100644
Binary files a/Textures/Terrain/water.png and b/Textures/Terrain/water.png differ
diff --git a/Textures/Water/water-reflection.png b/Textures/Water/water-reflection.png
index 1dbfa27e7..d5d689cc6 100644
Binary files a/Textures/Water/water-reflection.png and b/Textures/Water/water-reflection.png differ