diff --git a/Shaders/bowwave.frag b/Shaders/bowwave.frag index 851c2a948..ae667f56c 100644 --- a/Shaders/bowwave.frag +++ b/Shaders/bowwave.frag @@ -2,6 +2,10 @@ // http://www.bonzaisoftware.com/water_tut.html and its glsl conversion // available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 // � Michael Horsch - 2005 +// Major update and revisions - 2011-10-07 +// � Emilian Huminiuc and Vivian Meazza +// Optimisation - 2012-5-05 +// � Emilian Huminiuc and Vivian Meazza #version 120 #define fps2kts 0.5925 @@ -20,8 +24,8 @@ uniform int Status; varying vec4 waterTex1; //moving texcoords varying vec4 waterTex2; //moving texcoords -varying vec4 waterTex4; //viewts -varying vec4 ecPosition; +//varying vec4 waterTex4; //viewts +//varying vec4 ecPosition; varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; @@ -124,7 +128,8 @@ void main(void) } - vec4 viewt = normalize(waterTex4); + //vec4 viewt = normalize(waterTex4); + vec4 viewt = vec4(-E, 0.0) * 0.6; vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0; vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0; diff --git a/Shaders/wake.vert b/Shaders/wake.vert index dbf2e2753..810ab2c44 100644 --- a/Shaders/wake.vert +++ b/Shaders/wake.vert @@ -2,14 +2,18 @@ // http://www.bonzaisoftware.com/water_tut.html and its glsl conversion // available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 // � Michael Horsch - 2005 +// Major update and revisions - 2011-10-07 +// � Emilian Huminiuc and Vivian Meazza +// Optimisation - 2012-5-05 +// � Emilian Huminiuc and Vivian Meazza #version 120 #define fps2kts 0.5925 varying vec4 waterTex1; varying vec4 waterTex2; -varying vec4 waterTex4; -varying vec4 ecPosition; +//varying vec4 waterTex4; +//varying vec4 ecPosition; varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; @@ -54,12 +58,12 @@ void main(void) vec3 N = normalize(gl_Normal); normal = N; - ecPosition = gl_ModelViewMatrix * gl_Vertex; +// ecPosition = gl_ModelViewMatrix * gl_Vertex; viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); - waterTex4 = vec4( ecPosition.xzy, 0.0 ); +// waterTex4 = vec4( ecPosition.xzy, 0.0 ); vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0); vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0);