HDR: Water rendering
This commit is contained in:
parent
eea955168e
commit
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7 changed files with 611 additions and 54 deletions
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@ -761,6 +761,44 @@
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</attachment>
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</attachment>
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</pass>
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</pass>
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<pass>
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<name>water</name>
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<type>quad</type>
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<effect>Effects/HDR/water-lighting</effect>
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<binding>
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<unit>0</unit>
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<buffer>gbuffer0</buffer>
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</binding>
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<binding>
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<unit>1</unit>
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<buffer>gbuffer1</buffer>
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</binding>
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<binding>
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<unit>3</unit>
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<buffer>depth-stencil</buffer>
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</binding>
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<binding>
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<unit>9</unit>
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<buffer>prefiltered-envmap</buffer>
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</binding>
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<binding>
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<unit>11</unit>
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<buffer>aerial-perspective</buffer>
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</binding>
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<binding>
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<unit>12</unit>
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<buffer>transmittance</buffer>
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</binding>
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<attachment>
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<component>color0</component>
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<buffer>hdr-result</buffer>
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</attachment>
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<attachment>
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<component>stencil</component>
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<buffer>depth-stencil</buffer>
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</attachment>
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</pass>
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<!--
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<!--
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Main forward pass
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Main forward pass
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Render all objects that couldn't be rendered on the G-Buffer, mainly
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Render all objects that couldn't be rendered on the G-Buffer, mainly
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49
Effects/HDR/water-lighting.eff
Normal file
49
Effects/HDR/water-lighting.eff
Normal file
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@ -0,0 +1,49 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/water-lighting</name>
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<technique n="1">
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<pass>
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<stencil>
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<function>equal</function>
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<value>3</value>
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</stencil>
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<program>
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<vertex-shader>Shaders/HDR/trivial.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/water-lighting.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial-perspective-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>gbuffer0_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>gbuffer1_tex</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>depth_tex</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>prefiltered_envmap</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<!-- Aerial perspective include -->
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<uniform>
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<name>aerial_perspective_lut</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<uniform>
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<name>transmittance_lut</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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@ -207,12 +207,6 @@
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<!-- END fog include -->
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<!-- END fog include -->
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</parameters>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="1">
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<technique n="1">
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<predicate>
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<predicate>
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<and>
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<and>
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@ -1449,4 +1443,129 @@
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<!-- END fog include -->
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<!-- END fog include -->
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="108">
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<scheme>hdr-geometry</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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</depth>
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<stencil>
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<function>always</function>
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<value>3</value>
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<pass>replace</pass>
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</stencil>
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<blend>0</blend>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[2]/image</use></image>
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<type><use>texture[2]/type</use></type>
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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></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[3]/image</use></image>
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<type><use>texture[3]/type</use></type>
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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><use>texture[3]/internal-format</use></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[6]/image</use></image>
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<type><use>texture[6]/type</use></type>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></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[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[8]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/geometry-water.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-water.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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</program>
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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">0</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">1</value>
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</uniform>
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<uniform>
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<name>perlin_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_colormap</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>WindE</name>
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<type>float</type>
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<value><use>windE</use></value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value><use>windN</use></value>
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</uniform>
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<uniform>
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<name>WaveFreq</name>
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<type>float</type>
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<value><use>WaveFreq</use></value>
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</uniform>
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<uniform>
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<name>WaveAmp</name>
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<type>float</type>
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<value><use>WaveAmp</use></value>
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</uniform>
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<uniform>
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<name>WaveSharp</name>
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<type>float</type>
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<value><use>WaveSharp</use></value>
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</uniform>
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<uniform>
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<name>WaveAngle</name>
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<type>float</type>
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<value><use>WaveAngle</use></value>
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</uniform>
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<uniform>
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<name>WaveFactor</name>
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<type>float</type>
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<value><use>WaveFactor</use></value>
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</uniform>
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<uniform>
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<name>WaveDAngle</name>
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<type>float</type>
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<value><use>WaveDAngle</use></value>
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</uniform>
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</pass>
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||||||
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</technique>
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</PropertyList>
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</PropertyList>
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<PropertyList>
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<name>Effects/ws30water</name>
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<name>Effects/ws30water</name>
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<inherits-from>Effects/water</inherits-from>
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<inherits-from>Effects/water</inherits-from>
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<technique n="1">
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<technique n="1">
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<pass n="0">
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<pass n="0">
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<!-- Hardcoded texture unit as we don't do a material lookup -->
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<!-- Hardcoded texture unit as we don't do a material lookup -->
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@ -114,51 +114,4 @@
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</texture-unit>
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</texture-unit>
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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</depth>
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<stencil>
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<function>always</function>
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<value>3</value>
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<pass>replace</pass>
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</stencil>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image>Textures/Terrain/water.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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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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</PropertyList>
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214
Shaders/HDR/geometry-water.frag
Normal file
214
Shaders/HDR/geometry-water.frag
Normal file
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@ -0,0 +1,214 @@
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#version 330 core
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layout(location = 0) out vec4 gbuffer0;
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layout(location = 1) out vec2 gbuffer1;
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in vec4 waterTex1;
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in vec4 waterTex2;
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in mat3 TBN;
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in vec3 ecPosition;
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in vec2 TopoUV;
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uniform sampler2D perlin_normalmap;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_normalmap;
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uniform sampler2D water_colormap;
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uniform float WindE;
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uniform float WindN;
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uniform float WaveFreq;
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uniform float WaveAmp;
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uniform float WaveSharp;
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uniform float WaveAngle;
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uniform float WaveFactor;
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uniform float WaveDAngle;
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uniform float osg_SimulationTime;
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uniform vec3 fg_SunDirection;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void rotationmatrix(float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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// wave functions ///////////////////////
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struct Wave {
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float freq; // 2*PI / wavelength
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float amp; // amplitude
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float phase; // speed * 2*PI / wavelength
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vec2 dir;
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};
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
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Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
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Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
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float evaluateWave(in Wave w, vec2 pos, float t)
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{
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return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
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}
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// derivative of wave function
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float evaluateWaveDeriv(Wave w, vec2 pos, float t)
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{
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return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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// sharp wave functions
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float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
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{
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return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
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}
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float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
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{
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||||||
|
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
|
||||||
|
}
|
||||||
|
|
||||||
|
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
|
||||||
|
{
|
||||||
|
mat4 RotationMatrix;
|
||||||
|
float deriv;
|
||||||
|
vec4 P = waterTex1 * 1024;
|
||||||
|
|
||||||
|
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
|
||||||
|
P *= RotationMatrix;
|
||||||
|
|
||||||
|
P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
|
||||||
|
deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
|
||||||
|
ddx = deriv * wave0.dir.x;
|
||||||
|
ddy = deriv * wave0.dir.y;
|
||||||
|
|
||||||
|
P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
|
||||||
|
deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
|
||||||
|
ddx += deriv * wave1.dir.x;
|
||||||
|
ddy += deriv * wave1.dir.y;
|
||||||
|
|
||||||
|
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
|
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
|
ddx += deriv * wave2.dir.x;
|
||||||
|
ddy += deriv * wave2.dir.y;
|
||||||
|
|
||||||
|
P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
|
deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
|
ddx += deriv * wave3.dir.x;
|
||||||
|
ddy += deriv * wave3.dir.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
|
||||||
|
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
|
||||||
|
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
|
||||||
|
|
||||||
|
mat4 RotationMatrix;
|
||||||
|
|
||||||
|
float windEffect = sqrt(WindE*WindE + WindN*WindN) * 0.6;
|
||||||
|
float windScale = 15.0/(3.0 + windEffect);
|
||||||
|
float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect);
|
||||||
|
float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect);
|
||||||
|
|
||||||
|
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
|
||||||
|
mixFactor = clamp(mixFactor, 0.3, 0.8);
|
||||||
|
|
||||||
|
// sine waves
|
||||||
|
float ddx, ddx1, ddx2, ddx3, ddy, ddy1, ddy2, ddy3;
|
||||||
|
float angle;
|
||||||
|
ddx = 0.0, ddy = 0.0;
|
||||||
|
ddx1 = 0.0, ddy1 = 0.0;
|
||||||
|
ddx2 = 0.0, ddy2 = 0.0;
|
||||||
|
ddx3 = 0.0, ddy3 = 0.0;
|
||||||
|
|
||||||
|
// there's no need to do wave patterns or foam for pixels which are so
|
||||||
|
// far away that we can't actually see them
|
||||||
|
// we only need detail in the near zone or where the sun reflection is
|
||||||
|
float dist = length(ecPosition);
|
||||||
|
bool detailed = (dist < 15000.0)
|
||||||
|
|| (dot(fg_SunDirection, normalize(ecPosition)) >= 0.7);
|
||||||
|
if (detailed) {
|
||||||
|
angle = 0.0;
|
||||||
|
wave0.freq = WaveFreq ;
|
||||||
|
wave0.amp = WaveAmp;
|
||||||
|
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle -= 45;
|
||||||
|
wave1.freq = WaveFreq * 2.0 ;
|
||||||
|
wave1.amp = WaveAmp * 1.25;
|
||||||
|
wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle += 30;
|
||||||
|
wave2.freq = WaveFreq * 3.5;
|
||||||
|
wave2.amp = WaveAmp * 0.75;
|
||||||
|
wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle -= 50;
|
||||||
|
wave3.freq = WaveFreq * 3.0 ;
|
||||||
|
wave3.amp = WaveAmp * 0.75;
|
||||||
|
wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
|
||||||
|
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
|
||||||
|
|
||||||
|
//reset the waves
|
||||||
|
angle = 0.0;
|
||||||
|
float waveamp = WaveAmp * 0.75;
|
||||||
|
|
||||||
|
wave0.freq = WaveFreq ;
|
||||||
|
wave0.amp = waveamp;
|
||||||
|
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle -= 20;
|
||||||
|
wave1.freq = WaveFreq * 2.0 ;
|
||||||
|
wave1.amp = waveamp * 1.25;
|
||||||
|
wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle += 35;
|
||||||
|
wave2.freq = WaveFreq * 3.5;
|
||||||
|
wave2.amp = waveamp * 0.75;
|
||||||
|
wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
angle -= 45;
|
||||||
|
wave3.freq = WaveFreq * 3.0 ;
|
||||||
|
wave3.amp = waveamp * 0.75;
|
||||||
|
wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
|
sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
|
||||||
|
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 disdis = texture(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
|
||||||
|
|
||||||
|
vec3 N0 = vec3(texture(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
|
||||||
|
vec3 N1 = vec3(texture(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
|
||||||
|
|
||||||
|
N0 += vec3(texture(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
|
||||||
|
N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
|
||||||
|
|
||||||
|
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
|
||||||
|
N0 += vec3(texture(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
|
||||||
|
N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
|
||||||
|
|
||||||
|
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
|
||||||
|
N0 += vec3(texture(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
|
||||||
|
N1 += vec3(texture(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
|
||||||
|
|
||||||
|
N0 *= windEffect_low;
|
||||||
|
N1 *= windEffect_low;
|
||||||
|
|
||||||
|
N0.r += (ddx + ddx1 + ddx2 + ddx3);
|
||||||
|
N0.g += (ddy + ddy1 + ddy2 + ddy3);
|
||||||
|
|
||||||
|
vec3 N = normalize(mix(N0, N1, mixFactor) * waveRoughness);
|
||||||
|
gbuffer1 = encodeNormal(TBN * N);
|
||||||
|
|
||||||
|
vec3 floorColor = decodeSRGB(texture(water_colormap, TopoUV).rgb);
|
||||||
|
gbuffer0.rgb = floorColor;
|
||||||
|
}
|
104
Shaders/HDR/geometry-water.vert
Normal file
104
Shaders/HDR/geometry-water.vert
Normal file
|
@ -0,0 +1,104 @@
|
||||||
|
#version 330 core
|
||||||
|
|
||||||
|
layout(location = 0) in vec4 pos;
|
||||||
|
layout(location = 3) in vec4 multiTexCoord0;
|
||||||
|
|
||||||
|
out vec4 waterTex1;
|
||||||
|
out vec4 waterTex2;
|
||||||
|
out mat3 TBN;
|
||||||
|
out vec3 ecPosition;
|
||||||
|
out vec2 TopoUV;
|
||||||
|
|
||||||
|
uniform float WindE, WindN;
|
||||||
|
|
||||||
|
uniform float osg_SimulationTime;
|
||||||
|
uniform mat4 osg_ModelViewMatrix;
|
||||||
|
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||||
|
uniform mat4 osg_ViewMatrixInverse;
|
||||||
|
uniform mat3 osg_NormalMatrix;
|
||||||
|
|
||||||
|
// constants for the cartesian to geodetic conversion.
|
||||||
|
const float a = 6378137.0; //float a = equRad;
|
||||||
|
const float squash = 0.9966471893352525192801545;
|
||||||
|
const float latAdjust = 0.9999074159800018; //geotiff source for the depth map
|
||||||
|
const float lonAdjust = 0.9999537058469516; //actual extents: +-180.008333333333326/+-90.008333333333340
|
||||||
|
|
||||||
|
void rotationmatrix(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 );
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
||||||
|
ecPosition = (osg_ModelViewMatrix * pos).xyz;
|
||||||
|
|
||||||
|
// Using precalculated vectors
|
||||||
|
// vec3 T = normalize(osg_NormalMatrix * tangent);
|
||||||
|
// vec3 B = normalize(osg_NormalMatrix * binormal);
|
||||||
|
// vec3 N = normalize(osg_NormalMatrix * normal);
|
||||||
|
|
||||||
|
vec3 T = normalize(osg_NormalMatrix * vec3(0.0, -1.0, 0.0));
|
||||||
|
vec3 B = normalize(osg_NormalMatrix * vec3(1.0, 0.0, 0.0));
|
||||||
|
vec3 N = normalize(osg_NormalMatrix * vec3(0.0, 0.0, 1.0));
|
||||||
|
TBN = mat3(T, B, N);
|
||||||
|
|
||||||
|
mat4 RotationMatrix;
|
||||||
|
|
||||||
|
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 windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
|
||||||
|
|
||||||
|
if (WindN == 0.0 && WindE == 0.0) {
|
||||||
|
Angle = 0.0;
|
||||||
|
}else{
|
||||||
|
Angle = atan(-WindN, WindE) - atan(1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
rotationmatrix(Angle, RotationMatrix);
|
||||||
|
waterTex1 = multiTexCoord0 * RotationMatrix - t1 * windFactor;
|
||||||
|
|
||||||
|
rotationmatrix(Angle, RotationMatrix);
|
||||||
|
waterTex2 = multiTexCoord0 * RotationMatrix - t2 * windFactor;
|
||||||
|
|
||||||
|
// Geodesy lookup for depth map
|
||||||
|
vec3 rawPos = (osg_ViewMatrixInverse * vec4(ecPosition, 1.0)).xyz;
|
||||||
|
float e2 = abs(1.0 - squash * squash);
|
||||||
|
float ra2 = 1.0/(a * a);
|
||||||
|
float e4 = e2 * e2;
|
||||||
|
float XXpYY = rawPos.x * rawPos.x + rawPos.y * rawPos.y;
|
||||||
|
float Z = rawPos.z;
|
||||||
|
float sqrtXXpYY = sqrt(XXpYY);
|
||||||
|
float p = XXpYY * ra2;
|
||||||
|
float q = Z*Z*(1.0-e2)*ra2;
|
||||||
|
float r = 1.0/6.0*(p + q - e4);
|
||||||
|
float s = e4 * p * q/(4.0*r*r*r);
|
||||||
|
if ( s >= 2.0 && s <= 0.0)
|
||||||
|
s = 0.0;
|
||||||
|
float t = pow(1.0+s+sqrt(s*2.0+s*s), 1.0/3.0);
|
||||||
|
float u = r + r*t + r/t;
|
||||||
|
float v = sqrt(u*u + e4*q);
|
||||||
|
float w = (e2*u+ e2*v-e2*q)/(2.0*v);
|
||||||
|
float k = sqrt(u+v+w*w)-w;
|
||||||
|
float D = k*sqrtXXpYY/(k+e2);
|
||||||
|
|
||||||
|
vec2 NormPosXY = normalize(rawPos.xy);
|
||||||
|
vec2 NormPosXZ = normalize(vec2(D, rawPos.z));
|
||||||
|
float signS = sign(rawPos.y);
|
||||||
|
if (-0.00015 <= rawPos.y && rawPos.y<=.00015)
|
||||||
|
signS = 1.0;
|
||||||
|
float signT = sign(rawPos.z);
|
||||||
|
if (-0.0002 <= rawPos.z && rawPos.z<=.0002)
|
||||||
|
signT = 1.0;
|
||||||
|
float cosLon = dot(NormPosXY, vec2(1.0,0.0));
|
||||||
|
float cosLat = dot(abs(NormPosXZ), vec2(1.0,0.0));
|
||||||
|
TopoUV.s = signS * lonAdjust * degrees(acos(cosLon))/180.;
|
||||||
|
TopoUV.t = signT * latAdjust * degrees(acos(cosLat))/90.;
|
||||||
|
TopoUV.s = TopoUV.s * 0.5 + 0.5;
|
||||||
|
TopoUV.t = TopoUV.t * 0.5 + 0.5;
|
||||||
|
}
|
80
Shaders/HDR/water-lighting.frag
Normal file
80
Shaders/HDR/water-lighting.frag
Normal file
|
@ -0,0 +1,80 @@
|
||||||
|
#version 330 core
|
||||||
|
|
||||||
|
out vec3 fragColor;
|
||||||
|
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
uniform sampler2D gbuffer0_tex;
|
||||||
|
uniform sampler2D gbuffer1_tex;
|
||||||
|
uniform sampler2D depth_tex;
|
||||||
|
uniform samplerCube prefiltered_envmap;
|
||||||
|
uniform sampler2D transmittance_lut;
|
||||||
|
|
||||||
|
uniform mat4 fg_ViewMatrixInverse;
|
||||||
|
uniform vec3 fg_SunDirection;
|
||||||
|
uniform float fg_SunZenithCosTheta;
|
||||||
|
|
||||||
|
const float PI = 3.14159265359;
|
||||||
|
const float RECIPROCAL_PI = 0.31830988618;
|
||||||
|
const float MAX_PREFILTERED_LOD = 4.0;
|
||||||
|
const vec3 EXTRATERRESTRIAL_SOLAR_ILLUMINANCE = vec3(128.0);
|
||||||
|
|
||||||
|
vec3 decodeNormal(vec2 enc);
|
||||||
|
vec3 positionFromDepth(vec2 pos, float depth);
|
||||||
|
vec3 addAerialPerspective(vec3 color, vec2 coord, float depth);
|
||||||
|
|
||||||
|
float F_Schlick(float VdotH, float F0)
|
||||||
|
{
|
||||||
|
return F0 + (1.0 - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float D_GGX(float NdotH, float a2)
|
||||||
|
{
|
||||||
|
float f = (NdotH * a2 - NdotH) * NdotH + 1.0;
|
||||||
|
return a2 / (PI * f * f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = texture(depth_tex, texCoord).r;
|
||||||
|
vec3 pos = positionFromDepth(texCoord, depth);
|
||||||
|
|
||||||
|
vec3 v = normalize(-pos);
|
||||||
|
vec3 n = decodeNormal(texture(gbuffer1_tex, texCoord).rg);
|
||||||
|
vec3 l = fg_SunDirection;
|
||||||
|
|
||||||
|
vec3 reflected = reflect(-v, n);
|
||||||
|
vec3 worldNormal = (fg_ViewMatrixInverse * vec4(n, 0.0)).xyz;
|
||||||
|
vec3 worldReflected = (fg_ViewMatrixInverse * vec4(reflected, 0.0)).xyz;
|
||||||
|
|
||||||
|
float NdotL = clamp(dot(n, l), 0.0, 1.0);
|
||||||
|
float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
|
||||||
|
vec3 h = normalize(v + l);
|
||||||
|
float NdotH = clamp(dot(n, h), 0.0, 1.0);
|
||||||
|
|
||||||
|
// Get transmittance from Sun to the sea surface (assume the water is
|
||||||
|
// always at sea level, i.e. normalizedAltitude = 0)
|
||||||
|
vec3 transmittance = texture(transmittance_lut,
|
||||||
|
vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0)).rgb;
|
||||||
|
vec3 sunIntensity = EXTRATERRESTRIAL_SOLAR_ILLUMINANCE * transmittance;
|
||||||
|
|
||||||
|
const float f0 = 0.02; // For IOR=1.33
|
||||||
|
float fresnel = F_Schlick(NdotV, f0);
|
||||||
|
|
||||||
|
// Refracted light
|
||||||
|
vec3 seaColor = texture(gbuffer0_tex, texCoord).rgb;
|
||||||
|
vec3 Esky = textureLod(prefiltered_envmap, worldNormal, MAX_PREFILTERED_LOD).rgb;
|
||||||
|
vec3 refracted = seaColor * Esky * RECIPROCAL_PI;
|
||||||
|
|
||||||
|
// Reflected sky light
|
||||||
|
vec3 reflection = textureLod(prefiltered_envmap, worldReflected, 1.0).rgb;
|
||||||
|
|
||||||
|
vec3 color = mix(refracted, reflection, fresnel);
|
||||||
|
|
||||||
|
// Add reflected Sun light
|
||||||
|
color += RECIPROCAL_PI * fresnel * D_GGX(NdotH, 0.001) * sunIntensity * NdotL;
|
||||||
|
|
||||||
|
color = addAerialPerspective(color, texCoord, length(pos));
|
||||||
|
|
||||||
|
fragColor = color;
|
||||||
|
}
|
Loading…
Reference in a new issue