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Sea colour effect by Emilian Huminiuc

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2013-11-03 18:38:31 +00:00
parent cad41c4eff
commit af22245993
4 changed files with 542 additions and 418 deletions

View file

@ -13,18 +13,32 @@ varying vec4 waterTex2;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 rawNormal;
varying vec3 rawNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
uniform float osg_SimulationTime;
varying vec3 WorldPos;
varying vec2 TopoUV;
uniform float WindE, WindN;
uniform int rembrandt_enabled;
uniform float osg_SimulationTime;
uniform mat4 osg_ViewMatrixInverse;
attribute vec3 tangent;
attribute vec3 binormal;
// constants for the cartezian 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
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
@ -64,6 +78,46 @@ void main(void)
rotationmatrix(Angle, RotationMatrix);
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
// fog_Func(fogType);
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
///FIXME: convert cartezian coordinates to geodetic, this
///FIXME: duplicates parts of code in SGGeodesy.cxx
////////////////////////////////////////////////////////////////////////////
float e2 = abs(1.0 - squash * squash);
float ra2 = 1.0/(a * a);
float e4 = e2 * e2;
float XXpYY = WorldPos.x * WorldPos.x + WorldPos.y * WorldPos.y;
float Z = WorldPos.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(WorldPos.xy);
vec2 NormPosXZ = normalize(vec2(D, WorldPos.z));
float signS = sign(WorldPos.y);
if (-0.00015 <= WorldPos.y && WorldPos.y<=.00015)
signS = 1.0;
float signT = sign(WorldPos.z);
if (-0.0002 <= WorldPos.z && WorldPos.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;
//FIXME end/////////////////////////////////////////////////////////////////
gl_Position = ftransform();
}

View file

@ -14,9 +14,20 @@ varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 WorldPos;
varying vec2 TopoUV;
uniform float osg_SimulationTime;
uniform mat4 osg_ViewMatrixInverse;
uniform float WindE, WindN;
// constants for the cartezian 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
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
@ -54,5 +65,48 @@ void main(void)
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
// fog_Func(fogType);
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
///FIXME: convert cartezian coordinates to geodetic, this
///FIXME: duplicates parts of code in SGGeodesy.cxx
////////////////////////////////////////////////////////////////////////////
float e2 = abs(1.0 - squash * squash);
float ra2 = 1.0/(a * a);
float e4 = e2 * e2;
float XXpYY = WorldPos.x * WorldPos.x + WorldPos.y * WorldPos.y;
float Z = WorldPos.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(WorldPos.xy);
vec2 NormPosXZ = normalize(vec2(D, WorldPos.z));
float signS = sign(WorldPos.y);
if (-0.00015 <= WorldPos.y && WorldPos.y<=.00015)
signS = 1.0;
float signT = sign(WorldPos.z);
if (-0.0002 <= WorldPos.z && WorldPos.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;
//FIXME end/////////////////////////////////////////////////////////////////
gl_Position = ftransform();
}

View file

@ -1,12 +1,13 @@
// This shader is mostly an adaptation of the shader found at
// FRAGMENT SHADER
// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// Michael Horsch - 2005
// ©Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// Emilian Huminiuc and Vivian Meazza
// ©Emilian Huminiuc and Vivian Meazza
// Optimisation - 2012-5-05
// Based on ideas by Thorsten Renk
// Emilian Huminiuc and Vivian Meazza
// ©Emilian Huminiuc and Vivian Meazza
#version 120
@ -17,6 +18,8 @@ uniform sampler2D water_reflection_grey ;
uniform sampler2D sea_foam ;
uniform sampler2D perlin_normalmap ;
uniform sampler2D topo_map;
uniform sampler3D Noise ;
@ -43,6 +46,9 @@ uniform int Status ;
varying vec4 waterTex1 ; //moving texcoords
varying vec4 waterTex2 ; //moving texcoords
varying vec3 WorldPos ;
varying vec2 TopoUV ;
varying vec3 viewerdir ;
varying vec3 lightdir ;
varying vec3 normal ;
@ -51,6 +57,10 @@ varying vec3 VTangent ;
varying vec3 VBinormal ;
const vec4 AllOnes = vec4(1.0);
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) ;
const float water_shininess = 240.0 ;
/////// functions /////////
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
@ -59,9 +69,9 @@ void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shin
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 );
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
// wave functions ///////////////////////
@ -100,7 +110,7 @@ float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * 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)
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, out float ddy)
{
mat4 RotationMatrix ;
float deriv ;
@ -132,9 +142,6 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
void main(void)
{
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 ;
@ -148,22 +155,33 @@ void main(void)
vec3 Normal = normalize(normal) ;
vec3 vNormal = normalize(rawNormal) ;
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
// Global bathymetry texture
vec4 topoTexel = texture2D(topo_map, TopoUV);
vec4 mixNoise = texture3D(Noise, WorldPos.xyz * 0.00005);
vec4 mixNoise1 = texture3D(Noise, WorldPos.xyz * 0.00008);
float mixNoiseFactor = mixNoise.r * mixNoise.g * mixNoise.b;
float mixNoise1Factor = mixNoise1.r * mixNoise1.g * mixNoise1.b;
mixNoiseFactor *= 300.0;
mixNoise1Factor *= 300.0;
mixNoiseFactor = 0.8 + 0.2 * smoothstep(0.0,1.0, mixNoiseFactor)* smoothstep(0.0,1.0, mixNoise1Factor);
float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a * mixNoiseFactor);
vec3 floorColour = mix(topoTexel.rgb, mixNoise.rgb * mixNoise1.rgb, 0.3);
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
mixFactor = clamp(mixFactor, 0.3, 0.8);
float windFloorFactor = 1.0 + 0.5 * smoothstep(0.8, 0.985, topoTexel.a);
float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
float windFloorEffect = windEffect * windFloorFactor;
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, windFloorEffect);
mixFactor = clamp(mixFactor, 0.3, 0.95);
// sine waves
// Test data
@ -173,84 +191,79 @@ void main(void)
vec4 ddxVec = vec4(0.0) ;
vec4 ddyVec = vec4(0.0) ;
int detailFlag = 0 ;
//uncomment to test
//range = -20000;
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 ;
// if (range > -15000 || dot(Normal,H) > 0.95 ) {
float angle = 0.0 ;
float WaveAmpFromDepth = WaveAmp * (1.0 + 0.5 * smoothstep(0.8, 0.9, topoTexel.a));
float phaseFloorFactor = 1.0 - 0.2 * smoothstep(0.8, 0.9, topoTexel.a);
wave0.freq = WaveFreq ;
wave0.amp = WaveAmpFromDepth ;
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
wave0.phase *= phaseFloorFactor;
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 ;
angle -= 45.0 ;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = WaveAmpFromDepth * 1.25 ;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
wave1.phase *= phaseFloorFactor;
float angle = 0.0 ;
angle += 30.0;
wave2.freq = WaveFreq * 3.5 ;
wave2.amp = WaveAmpFromDepth * 0.75 ;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
wave2.phase *= phaseFloorFactor;
wave0.freq = WaveFreq ;
wave0.amp = WaveAmp ;
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
angle -= 50.0 ;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = WaveAmpFromDepth * 0.75 ;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
wave3.phase *= phaseFloorFactor;
angle -= 45.0 ;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = WaveAmp * 1.25 ;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
// sum waves
angle += 30.0;
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 -= 50.0 ;
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) ;
// sum waves
//reset the waves
angle = 0.0 ;
waveamp = WaveAmpFromDepth * 0.75 ;
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))) ;
ddx1 = 0.0, ddy1 = 0.0 ;
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1) ;
angle -= 20.0 ;
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 ;
waveamp = WaveAmp * 0.75 ;
angle += 35.0 ;
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 -= 45.0 ;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = waveamp * 0.75 ;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
angle -= 20.0 ;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = waveamp * 1.25 ;
wave1.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) ;
angle += 35.0 ;
wave2.freq = WaveFreq * 3.5 ;
wave2.amp = waveamp * 0.75 ;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
ddx3 = 0.0, ddy3 = 0.0 ;
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3) ;
angle -= 45.0 ;
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
ddxVec = vec4(ddx, ddx1, ddx2, ddx3) ;
ddyVec = vec4(ddy, ddy1, ddy2, ddy3) ;
float ddxSum = dot(ddxVec, AllOnes) ;
float ddySum = dot(ddyVec, AllOnes) ;
@ -266,119 +279,116 @@ 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 ;
vec2 uvAnimSca2 = (waterTex1 + disdis * sca2).st * windScale;
//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 ;
vec4 nmap = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
vec4 nmap1 = texture2D(perlin_normalmap, uvAnimSca2) * 2.0 - 1.0;
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0 ;
nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0 ;
vec2 uvAnimTscale = (waterTex2 * RotationMatrix * tscale).st * windScale;
nmap *= windEffect_low ;
nmap1 *= windEffect_low ;
nmap += texture2D(water_normalmap, uvAnimTscale) * 2.0 - 1.0;
nmap1 += texture2D(perlin_normalmap, uvAnimTscale) * 2.0 - 1.0;
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness) ;
vNorm.r += ddxSum ;
vNorm.y += ddySum ;
if (normalmap_dds > 0)//dds fix
vNorm = -vNorm ;
//load reflection
//vec4 tmp = vec4(lightdir, 0.0);
vec4 tmp = vec4(0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
//vec4 tmp = vec4(0.0);
vec2 refTexUV = waterTex1.st * 32.0;
vec4 refTex = texture2D(water_reflection, refTexUV) ;
vec4 refTexGrey = texture2D(water_reflection_grey, refTexUV) ;
vec4 refl = vec4(0.0,0.0,0.0,1.0) ;
// Test data
// cover = 0;
if(cover >= 1.5){
refl = normalize(refTex);
refl.a = 1.0;
refl.rgb = normalize(refTex).rgb;
}
else
{
refl = normalize(refTexGrey);
refl.rgb = normalize(refTexGrey).rgb;
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;
}
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);
vec4 N0 = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
vec4 N1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0;
N0 += texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0;
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
vec2 uvAnimTscaleSca2 = (waterTex2 * RotationMatrix * (tscale + sca2)).st * windScale;
N0 += texture2D(water_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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 += texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0;
// if(detailFlag > 0)
// {
N0 *= windEffect_low;
N1 *= windEffect_low;
N0.r += ddxSum;
N0.g += ddySum;
vec3 N2 = normalize(mix(N0, N1, mixFactor) * waveRoughness);
Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
//vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
vNormal = normalize(N2.x * vec3(1.0, 0.0, 0.0) + N2.y * vec3(0.0, 1., 0.0) + N2.z * vNormal);
if (normalmap_dds > 0){ //dds fix
Normal = -Normal;
vNormal = -vNormal;
}
// }
N0 *= windEffect_low;
N1 *= windEffect_low;
N0.r += ddxSum;
N0.g += ddySum;
vec3 N2 = normalize(mix(N0.rgb, N1.rgb, mixFactor) * waveRoughness);
Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
//vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
vNormal = normalize(N2.x * vec3(1.0, 0.0, 0.0) + N2.y * vec3(0.0, 1., 0.0) + N2.z * vNormal);
if (normalmap_dds > 0){ //dds fix
Normal = -Normal;
vNormal = -vNormal;
}
// specular
// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
// vec4 specular = vec4(specular_color, 0.5);
//specular_color *= saturation * 0.3 ;
//float specular = saturation * 0.3;
// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
// vec4 specular = vec4(specular_color, 0.5);
// specular_color *= saturation * 0.3 ;
// float specular = saturation * 0.3;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
float vNormDotViewT = dot(vNorm, viewt);
vec4 invfres = vec4( vNormDotViewT );
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
refl.rgb = mix(refl.rgb, floorColour, floorMixFactor);
//calculate final colour
vec4 finalColor = refl;
//add foam
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
vec4 foam_texel = texture2D(sea_foam, (waterTex2 * tscale).st * 50.0);
float foamSlope = 0.1 + 0.1 * windScale;
// if (range > -10000.0){
float foamSlope = 0.1 + 0.1 * windScale;
float waveSlope = vNormal.g;
if (windEffect >= 8.0)
if (waveSlope >= foamSlope){
finalColor = mix( finalColor,
max(finalColor, finalColor + foam_texel),
smoothstep(0.01, 0.50, vNormal.g)
);
}
// } // end range
float waveSlope1 = vNormal.g * windFloorFactor * 0.96 ; //0.6; Normals values seem to be .25 of those in the classic pipeline
float waveSlope2 = vNorm.r * windFloorFactor * 0.4; //0.25;
float waveSlope = waveSlope1 + waveSlope2 ;
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel),
smoothstep(7.0, 8.0, windFloorEffect)
* step(foamSlope, waveSlope)
* smoothstep(0.01, 0.50, waveSlope));
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
vec3( 0.3, 0.59, 0.11 )
);
float specular = smoothstep(0.0, 3.5, cover);
encode_gbuffer(Normal, finalColor.rgb, 254, specular, water_shininess, emission, gl_FragCoord.z);
}

View file

@ -1,43 +1,52 @@
// This shader is mostly an adaptation of the shader found at
// FRAGMENT SHADER
// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// ©Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
// ©Emilian Huminiuc and Vivian Meazza
// Optimisation - 2012-5-05
// Based on ideas by Thorsten Renk
// © Emilian Huminiuc and Vivian Meazza
// ©Emilian Huminiuc and Vivian Meazza
#version 120
uniform sampler2D water_normalmap;
uniform sampler2D water_reflection;
uniform sampler2D water_dudvmap;
uniform sampler2D water_reflection_grey;
uniform sampler2D sea_foam;
uniform sampler2D perlin_normalmap;
varying vec2 TopoUV;
varying vec3 WorldPos;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 viewerdir;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
uniform sampler3D Noise;
uniform sampler2D perlin_normalmap;
uniform sampler2D sea_foam;
uniform sampler2D topo_map;
uniform sampler2D water_dudvmap;
uniform sampler2D water_normalmap;
uniform sampler2D water_reflection;
uniform sampler2D water_reflection_grey;
uniform sampler3D Noise;
uniform float saturation, Overcast, WindE, WindN;
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform float osg_SimulationTime;
uniform int Status;
uniform float CloudCover0;
uniform float CloudCover1;
uniform float CloudCover2;
uniform float CloudCover3;
uniform float CloudCover4;
uniform float Overcast;
uniform float WindE;
uniform float WindN;
uniform float osg_SimulationTime;
uniform float saturation;
uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
uniform float WaveFreq ;
uniform float WaveAmp ;
uniform float WaveSharp ;
uniform float WaveAngle ;
uniform float WaveFactor ;
uniform float WaveDAngle ;
uniform float normalmap_dds;
uniform float WaveAmp;
uniform float WaveAngle;
uniform float WaveDAngle;
uniform float WaveFactor;
uniform float WaveFreq;
uniform float WaveSharp;
uniform float normalmap_dds;
////fog "include" /////
uniform int fogType;
@ -46,25 +55,29 @@ vec3 fog_Func(vec3 color, int type);
//////////////////////
const vec4 AllOnes = vec4(1.0);
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);
const float water_shininess = 240.0;
/////// 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 );
}
// wave functions ///////////////////////
struct Wave {
float freq; // 2*PI / wavelength
float amp; // amplitude
float phase; // speed * 2*PI / wavelength
vec2 dir;
};
float freq; // 2*PI / wavelength
float amp; // amplitude
float phase; // speed * 2*PI / wavelength
vec2 dir;
};
Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
@ -72,314 +85,307 @@ Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
float evaluateWave(in Wave w, vec2 pos, float t)
{
return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
}
{
return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
}
// derivative of wave function
float evaluateWaveDeriv(Wave w, vec2 pos, float t)
{
return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
}
{
return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
}
// sharp wave functions
float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
{
return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
}
{
return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
}
float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
{
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
}
{
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * 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 * 1024.0;
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, out float ddy)
{
mat4 RotationMatrix;
float deriv;
vec4 P = waterTex1 * 1024.0;
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
P *= RotationMatrix;
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(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 += 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(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;
}
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(void)
{
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;
mat4 RotationMatrix;
// compute direction to viewer
vec3 E = normalize(viewerdir);
// compute direction to viewer
vec3 E = normalize(viewerdir);
// compute direction to light source
vec3 L = normalize(lightdir);
// compute direction to light source
vec3 L = normalize(lightdir);
// half vector
vec3 H = normalize(L + E);
// half vector
vec3 H = normalize(L + E);
vec3 Normal = normalize(normal);
vec3 Normal = normalize(normal);
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
const float water_shininess = 240.0;
// try some aliasing fix for low angles
// float viewAngle = smoothstep(0.0,0.5,abs(dot(E,Normal)));
float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
// Global bathymetry texture
vec4 topoTexel = texture2D(topo_map, TopoUV);
vec4 mixNoise = texture3D(Noise, WorldPos.xyz * 0.00005);
vec4 mixNoise1 = texture3D(Noise, WorldPos.xyz * 0.00008);
float mixNoiseFactor = mixNoise.r * mixNoise.g * mixNoise.b;
float mixNoise1Factor = mixNoise1.r * mixNoise1.g * mixNoise1.b;
mixNoiseFactor *= 300.0;
mixNoise1Factor *= 300.0;
mixNoiseFactor = 0.8 + 0.2 * smoothstep(0.0,1.0, mixNoiseFactor)* smoothstep(0.0,1.0, mixNoise1Factor);
float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a * mixNoiseFactor);
vec3 floorColour = mix(topoTexel.rgb, mixNoise.rgb * mixNoise1.rgb, 0.3);
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
float windFloorFactor = 1.0 + 0.5 * smoothstep(0.8, 0.985, topoTexel.a);
float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
float windFloorEffect = windEffect * windFloorFactor;
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, windFloorEffect);
mixFactor = clamp(mixFactor, 0.3, 0.95);
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
//mixFactor = 0.2;
mixFactor = clamp(mixFactor, 0.3, 0.8);
// sine waves
//
// Test data
// float WaveFreq =1.0;
// float WaveAmp = 1000.0;
// float WaveSharp = 10.0;
// sine waves
vec4 ddxVec = vec4(0.0);
vec4 ddyVec = vec4(0.0);
// Test data
//float WaveFreq =1.0;
//float WaveAmp = 1000.0;
//float WaveSharp = 10.0;
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;
vec4 ddxVec = vec4(0.0);
vec4 ddyVec = vec4(0.0);
int detailFlag = 0;
float angle = 0.0;
float WaveAmpFromDepth = WaveAmp * windFloorFactor;
float phaseFloorFactor = 1.0 - 0.2 * smoothstep(0.8, 0.9, topoTexel.a);
wave0.freq = WaveFreq; // * (smoothstep(0.8, 0.9, topoTexel.a)*1.5 + 0.25);
wave0.amp = WaveAmpFromDepth;
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave0.phase *= phaseFloorFactor;
//uncomment to test
//range = -20000;
angle -= 45.0;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = WaveAmpFromDepth * 1.25;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave1.phase *= phaseFloorFactor;
if (range > -15000.0 || dot(Normal,H) > 0.95 ) {
angle += 30.0;
wave2.freq = WaveFreq * 3.5;
wave2.amp = WaveAmpFromDepth * 0.75;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave2.phase *= phaseFloorFactor;
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;
angle -= 50.0;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = WaveAmpFromDepth * 0.75;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave3.phase *= phaseFloorFactor;
float angle = 0.0;
// sum waves
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)));
ddx1 = 0.0, ddy1 = 0.0;
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
angle -= 45.0;
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;
waveamp = WaveAmpFromDepth * 0.75;
angle += 30.0;
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 -= 50.0;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = WaveAmp * 0.75;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
angle -= 20.0;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = waveamp * 1.25;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
// sum waves
angle += 35.0;
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 -= 45.0;
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);
// sum waves
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;
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)));
ddxVec = vec4(ddx, ddx1, ddx2, ddx3);
ddyVec = vec4(ddy, ddy1, ddy2, ddy3);
angle -= 20.0;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = waveamp * 1.25;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
float ddxSum = dot(ddxVec, AllOnes);
float ddySum = dot(ddyVec, AllOnes);
angle += 35.0;
wave2.freq = WaveFreq * 3.5;
wave2.amp = waveamp * 0.75;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
} else {
// hack to allow for Overcast not to be set by Local Weather
if (Overcast == 0.0){
cover = 5.0;
} else {
cover = Overcast * 5.0;
}
}
angle -= 45.0;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = waveamp * 0.75;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
vec4 viewt = vec4(-E, 0.0) * 0.6;
// sum waves
ddx2 = 0.0, ddy2 = 0.0;
sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
ddx3 = 0.0, ddy3 = 0.0;
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
vec2 uvAnimSca2 = (waterTex1 + disdis * sca2).st * windScale;
//normalmaps
vec4 nmap = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
vec4 nmap1 = texture2D(perlin_normalmap, uvAnimSca2) * 2.0 - 1.0;
ddxVec = vec4(ddx, ddx1, ddx2, ddx3);
ddyVec = vec4(ddy, ddy1, ddy2, ddy3);
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
vec2 uvAnimTscale = (waterTex2 * RotationMatrix * tscale).st * windScale;
//toggle detailFlag
detailFlag = 1;
} // end sine stuff
nmap += texture2D(water_normalmap, uvAnimTscale) * 2.0 - 1.0;
nmap1 += texture2D(perlin_normalmap, uvAnimTscale) * 2.0 - 1.0;
float ddxSum = dot(ddxVec, AllOnes);
float ddySum = dot(ddyVec, AllOnes);
nmap *= windEffect_low;
nmap1 *= windEffect_low;
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
} else {
// hack to allow for Overcast not to be set by Local Weather
if (Overcast == 0){
cover = 5;
} else {
cover = Overcast * 5;
}
}
// 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;
//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;
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
nmap *= windEffect_low;
nmap1 *= windEffect_low;
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
vNorm.r += ddxSum;
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
vNorm.r += ddxSum;
if (normalmap_dds > 0)
vNorm = -vNorm; //dds fix
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec2 refTexUV = (tmp + waterTex1).st * 32.0;
vec4 refTex = texture2D(water_reflection, refTexUV) ;
vec4 refTexGrey = texture2D(water_reflection_grey, refTexUV) ;
vec4 refl = vec4(0.0,0.0,0.0,1.0) ;
// Test data
// cover = 0;
// Test data
// cover = 0;
if(cover >= 1.5){
refl = normalize(refTex);
refl.a = 1.0;
}
else
{
refl = normalize(refTexGrey);
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;
}
if(cover >= 1.5){
refl.rgb = normalize(refTex).rgb;
}
else
{
refl.rgb = normalize(refTexGrey).rgb;
refl.r *= (0.75 + 0.15 * cover );
refl.g *= (0.80 + 0.15 * cover );
refl.b *= (0.875 + 0.125 * cover);
}
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);
// refl.rgb = mix(refl.rgb, floorColour, 0.99 * floorMixFactor);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
vec4 N0 = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
vec4 N1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0;
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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);
if(detailFlag > 0)
{
N0 *= windEffect_low;
N1 *= windEffect_low;
//N0.r += (ddx + ddx1 + ddx2 + ddx3);
//N0.g += (ddy + ddy1 + ddy2 + ddy3);
N0.r += ddxSum;
N0.g += ddySum;
Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
if (normalmap_dds > 0)
Normal = -Normal; //dds fix
}
N0 += texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0;
// specular
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
* pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
vec2 uvAnimTscaleSca2 = (waterTex2 * RotationMatrix * (tscale + sca2)).st * windScale;
N0 += texture2D(water_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
specular = specular * saturation * 0.3 ;
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
N0 += texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0;
N1 += texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
N0 *= windEffect_low;
N1 *= windEffect_low;
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
N0.r += ddxSum;
N0.g += ddySum;
if(cover >= 1.5){
finalColor = refl + specular;
} else {
finalColor = refl;
}
Normal = normalize(mix(Normal + N0.rgb, Normal + N1.rgb, mixFactor) * waveRoughness);
//add foam
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
if (range > -10000.0){
if (normalmap_dds > 0)
Normal = -Normal; //dds fix
float foamSlope = 0.1 + 0.1 * windScale;
//float waveSlope = mix(N0.g, N1.g, 0.25);
float waveSlope = Normal.g;
float NdotH = max(0.0, dot(Normal, H));
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
* pow(NdotH, water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
if (windEffect >= 8.0)
specular = specular * saturation * 0.3 ;
if (waveSlope >= foamSlope){
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel),
smoothstep(0.01, 0.50, Normal.g));
}
//calculate fresnel
float vNormDotViewT = dot(vNorm, viewt);
vec4 invfres = vec4( vNormDotViewT);
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
} // end range
refl.rgb = mix(refl.rgb, floorColour, floorMixFactor);
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
finalColor = refl + step(1.5, cover) * specular;
finalColor *= ambient_light;
//add foam
vec4 foam_texel = texture2D(sea_foam, (waterTex2 * tscale).st * 50.0);
float foamSlope = 0.1 + 0.1 * windScale;
//gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}
float waveSlope1 = Normal.g * windFloorFactor * 0.65;
float waveSlope2 = vNorm.r * windFloorFactor * 0.3;
float waveSlope = waveSlope1 + waveSlope2;
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel),
smoothstep(7.0, 8.0, windFloorEffect)
* step(foamSlope, waveSlope)
* smoothstep(0.01, 0.50, waveSlope)) ;
finalColor *= ambient_light ;
finalColor.rgb = fog_Func(finalColor.rgb, fogType) ;
gl_FragColor = finalColor ;
}