Opotimize in line with water shaders
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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2 changed files with 16 additions and 7 deletions
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@ -2,6 +2,10 @@
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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// Major update and revisions - 2011-10-07
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// © Emilian Huminiuc and Vivian Meazza
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// Optimisation - 2012-5-05
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// © Emilian Huminiuc and Vivian Meazza
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#version 120
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#define fps2kts 0.5925
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@ -20,8 +24,8 @@ uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex4; //viewts
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varying vec4 ecPosition;
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//varying vec4 waterTex4; //viewts
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//varying vec4 ecPosition;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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@ -124,7 +128,8 @@ void main(void)
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}
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vec4 viewt = normalize(waterTex4);
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//vec4 viewt = normalize(waterTex4);
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vec4 viewt = vec4(-E, 0.0) * 0.6;
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0;
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@ -2,14 +2,18 @@
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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// Major update and revisions - 2011-10-07
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// © Emilian Huminiuc and Vivian Meazza
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// Optimisation - 2012-5-05
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// © Emilian Huminiuc and Vivian Meazza
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#version 120
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#define fps2kts 0.5925
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec4 waterTex4;
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varying vec4 ecPosition;
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//varying vec4 waterTex4;
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//varying vec4 ecPosition;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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@ -54,12 +58,12 @@ void main(void)
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vec3 N = normalize(gl_Normal);
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normal = N;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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// ecPosition = gl_ModelViewMatrix * gl_Vertex;
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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waterTex4 = vec4( ecPosition.xzy, 0.0 );
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// waterTex4 = vec4( ecPosition.xzy, 0.0 );
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vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0);
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vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0);
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