From af22245993d1dbdc8424dcb1b1832fb41f1158d3 Mon Sep 17 00:00:00 2001 From: Vivian Meazza Date: Sun, 3 Nov 2013 18:38:31 +0000 Subject: [PATCH] Sea colour effect by Emilian Huminiuc Signed-off-by: Vivian Meazza --- Shaders/water-gbuffer.vert | 60 +++- Shaders/water.vert | 54 +++ Shaders/water_sine-gbuffer.frag | 286 ++++++++-------- Shaders/water_sine.frag | 560 ++++++++++++++++---------------- 4 files changed, 542 insertions(+), 418 deletions(-) diff --git a/Shaders/water-gbuffer.vert b/Shaders/water-gbuffer.vert index cdddea895..bfe91e6ee 100644 --- a/Shaders/water-gbuffer.vert +++ b/Shaders/water-gbuffer.vert @@ -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(); } \ No newline at end of file diff --git a/Shaders/water.vert b/Shaders/water.vert index f83daf2a7..40f49be78 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -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(); } \ No newline at end of file diff --git a/Shaders/water_sine-gbuffer.frag b/Shaders/water_sine-gbuffer.frag index 93e540261..957539b88 100644 --- a/Shaders/water_sine-gbuffer.frag +++ b/Shaders/water_sine-gbuffer.frag @@ -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); } diff --git a/Shaders/water_sine.frag b/Shaders/water_sine.frag index 8643b0857..96538b557 100644 --- a/Shaders/water_sine.frag +++ b/Shaders/water_sine.frag @@ -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 ; +}