diff --git a/Effects/water.eff b/Effects/water.eff
index a703471b6..7c37c96e6 100644
--- a/Effects/water.eff
+++ b/Effects/water.eff
@@ -138,9 +138,6 @@
-
-
-
@@ -676,7 +673,7 @@
- Shaders/water.vert
+ Shaders/water-gbuffer.vert
Shaders/water_sine-gbuffer.frag
Shaders/gbuffer-functions.frag
Shaders/gbuffer-encode.frag
@@ -1064,7 +1061,7 @@
- Shaders/water.vert
+ Shaders/water-gbuffer.vert
Shaders/water-gbuffer.frag
Shaders/gbuffer-functions.frag
Shaders/gbuffer-encode.frag
diff --git a/Shaders/water-gbuffer.frag b/Shaders/water-gbuffer.frag
index 1f0e2e619..e3acad8c1 100644
--- a/Shaders/water-gbuffer.frag
+++ b/Shaders/water-gbuffer.frag
@@ -25,8 +25,8 @@ uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec3 viewerdir;
-// varying vec3 lightdir;
varying vec3 normal;
+varying vec3 Vnormal;
varying vec3 VTangent;
varying vec3 VBinormal;
@@ -56,13 +56,8 @@ void main(void)
// compute direction to viewer
vec3 E = normalize(viewerdir);
- // compute direction to light source
- //vec3 L = normalize(lightdir);
-
- // half vector
- //vec3 H = normalize(L + E);
-
vec3 Normal = normalize(normal);
+ vec3 vNormal = normalize(Vnormal);
const float water_shininess = 240.0;
@@ -166,11 +161,14 @@ void main(void)
N0 *= windEffect_low;
N1 *= windEffect_low;
- vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
- N = normalize(N.x * VTangent + N.y * VBinormal + N.z * normal);
- if (normalmap_dds > 0)
- N = -N; //dds fix
+ 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);
+ if (normalmap_dds > 0){
+ Normal = -Normal; //dds fix
+ vNormal = -vNormal;
+ }
// specular
//vec3 specular_color = vec3(gl_LightSource[0].diffuse)
// * pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
@@ -188,27 +186,18 @@ void main(void)
//vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor = refl;
-// if(cover < 1.5){
-// specular = 0.0;
-// }
-
- float foamSlope = 0.10 + 0.1 * windScale;
-
- vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
- float waveSlope = N.g;
+ float foamSlope = 0.10 + 0.1 * windScale;
+ vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
+ float waveSlope = vNormal.g;
if (windEffect >= 8.0)
if (waveSlope >= foamSlope){
- finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
+ finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, vNormal.g));
}
-
- //finalColor *= ambient_light;
-
- //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
- //finalColor.rgb = fog_Func(finalColor.rgb, fogType);
- //gl_FragColor = finalColor;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
- vec3( 0.3, 0.59, 0.11 ) );
- encode_gbuffer(N, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
+ vec3( 0.3, 0.59, 0.11 )
+ );
+ float specular = smoothstep(0.0, 3.5, cover);
+ encode_gbuffer(Normal, finalColor.rgb, 1, specular, 128, emission, gl_FragCoord.z);
}
diff --git a/Shaders/water-gbuffer.vert b/Shaders/water-gbuffer.vert
new file mode 100644
index 000000000..ac2d6151e
--- /dev/null
+++ b/Shaders/water-gbuffer.vert
@@ -0,0 +1,67 @@
+// 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
+// Major update and revisions - 2011-10-07
+// © Emilian Huminiuc and Vivian Meazza
+
+#version 120
+
+varying vec4 waterTex1;
+varying vec4 waterTex2;
+
+varying vec3 viewerdir;
+varying vec3 lightdir;
+varying vec3 normal;
+
+varying vec3 VTangent;
+varying vec3 VBinormal;
+
+uniform float osg_SimulationTime;
+uniform float WindE, WindN;
+uniform int rembrandt_enabled;
+
+attribute vec3 tangent;
+attribute vec3 binormal;
+
+/////// 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 );
+ }
+
+void main(void)
+ {
+ mat4 RotationMatrix;
+ normal = gl_NormalMatrix * gl_Normal;
+ VTangent = normalize(gl_NormalMatrix * tangent);
+ VBinormal = normalize(gl_NormalMatrix * binormal);
+
+ viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
+
+ vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
+ vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
+
+ float Angle;
+
+ float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
+
+ if (WindN == 0.0 && WindE == 0.0) {
+ Angle = 0.0;
+ }else{
+ Angle = atan(-WindN, WindE) - atan(1.0);
+ }
+
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
+
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
+
+ // fog_Func(fogType);
+ gl_Position = ftransform();
+ }
\ No newline at end of file
diff --git a/Shaders/water.vert b/Shaders/water.vert
index 07e61fffc..7e32f0879 100644
--- a/Shaders/water.vert
+++ b/Shaders/water.vert
@@ -14,60 +14,45 @@ varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
-varying vec3 VTangent;
-varying vec3 VBinormal;
-
uniform float osg_SimulationTime;
uniform float WindE, WindN;
-uniform int rembrandt_enabled;
-
-attribute vec3 tangent;
-attribute vec3 binormal;
/////// 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 );
+ }
void main(void)
- {
- mat4 RotationMatrix;
- if (rembrandt_enabled > 0){
- normal = gl_NormalMatrix * gl_Normal;
- } else {
- normal = normalize(gl_Normal);
- }
+ {
+ mat4 RotationMatrix;
+ normal = normalize(gl_Normal);
+ viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
+ lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
- VTangent = normalize(gl_NormalMatrix * tangent);
- VBinormal = normalize(gl_NormalMatrix * binormal);
+ vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
+ vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
- viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
- lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
+ float Angle;
- vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
- vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
+ float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
- float Angle;
+ if (WindN == 0.0 && WindE == 0.0) {
+ Angle = 0.0;
+ }else{
+ Angle = atan(-WindN, WindE) - atan(1.0);
+ }
- float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
- if (WindN == 0.0 && WindE == 0.0) {
- Angle = 0.0;
- }else{
- Angle = atan(-WindN, WindE) - atan(1.0);
- }
+ rotationmatrix(Angle, RotationMatrix);
+ waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
- rotationmatrix(Angle, RotationMatrix);
- waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
-
- rotationmatrix(Angle, RotationMatrix);
- waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
-
- // fog_Func(fogType);
- gl_Position = ftransform();
- }
\ No newline at end of file
+ // fog_Func(fogType);
+ gl_Position = ftransform();
+ }
\ No newline at end of file
diff --git a/Shaders/water_sine-gbuffer.frag b/Shaders/water_sine-gbuffer.frag
index 6ad8ccb2e..c965ff4fc 100644
--- a/Shaders/water_sine-gbuffer.frag
+++ b/Shaders/water_sine-gbuffer.frag
@@ -10,42 +10,52 @@
#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;
+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 ;
-uniform sampler3D Noise;
+uniform sampler3D Noise ;
-uniform float saturation, Overcast, WindE, WindN;
-uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
-uniform float osg_SimulationTime;
-uniform int Status;
-varying vec4 waterTex1; //moving texcoords
-varying vec4 waterTex2; //moving texcoords
+uniform float saturation ;
+uniform float Overcast ;
+uniform float WindE ;
+uniform float WindN ;
+uniform float CloudCover0 ;
+uniform float CloudCover1 ;
+uniform float CloudCover2 ;
+uniform float CloudCover3 ;
+uniform float CloudCover4 ;
+uniform float osg_SimulationTime ;
+uniform float WaveFreq ;
+uniform float WaveAmp ;
+uniform float WaveSharp ;
+uniform float WaveAngle ;
+uniform float WaveFactor ;
+uniform float WaveDAngle ;
+uniform float normalmap_dds ;
+uniform int Status ;
-varying vec3 viewerdir;
-varying vec3 lightdir;
-varying vec3 normal;
-varying vec3 VTangent;
-varying vec3 VBinormal;
-uniform float WaveFreq ;
-uniform float WaveAmp ;
-uniform float WaveSharp ;
-uniform float WaveAngle ;
-uniform float WaveFactor ;
-uniform float WaveDAngle ;
-uniform float normalmap_dds;
+varying vec4 waterTex1 ; //moving texcoords
+varying vec4 waterTex2 ; //moving texcoords
+
+varying vec3 viewerdir ;
+varying vec3 lightdir ;
+varying vec3 normal ;
+varying vec3 Vnormal ;
+varying vec3 VTangent ;
+varying vec3 VBinormal ;
const vec4 AllOnes = vec4(1.0);
/////// functions /////////
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
+
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
@@ -57,104 +67,101 @@ void rotationmatrix(in float angle, out mat4 rotmat)
// 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));
-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));
+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)) ;
+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) * 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) * 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;
+ 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);
+ 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);
+ vec3 E = normalize(viewerdir) ;
// compute direction to light source
//vec3 L = normalize(lightdir);
-
// half vector
//vec3 H = normalize(L + E);
- vec3 Normal = normalize(normal);
+ vec3 Normal = normalize(normal) ;
+ vec3 vNormal = normalize(Vnormal) ;
+ const float water_shininess = 128.0 ;
-
- const float water_shininess = 240.0;
-
-// float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
+// float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
// approximate cloud cover
- float cover = 0.0;
+ 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
+ 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, windEffect);
- //mixFactor = 0.2;
mixFactor = clamp(mixFactor, 0.3, 0.8);
// sine waves
@@ -164,92 +171,92 @@ void main(void)
//float WaveAmp = 1000.0;
//float WaveSharp = 10.0;
- vec4 ddxVec = vec4(0.0);
- vec4 ddyVec = vec4(0.0);
- int detailFlag = 0;
+ vec4 ddxVec = vec4(0.0) ;
+ vec4 ddyVec = vec4(0.0) ;
+ int detailFlag = 0 ;
//uncomment to test
//range = -20000;
- //if (range > -15000 || dot(Normal,H) > 0.95 ) {
+// if (range > -15000 || dot(Normal,H) > 0.95 ) {
- 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;
+ 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 ;
- float angle = 0.0;
+ float angle = 0.0 ;
wave0.freq = WaveFreq ;
- wave0.amp = WaveAmp;
- wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave0.amp = WaveAmp ;
+ wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
- angle -= 45;
+ angle -= 45 ;
wave1.freq = WaveFreq * 2.0 ;
- wave1.amp = WaveAmp * 1.25;
- wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave1.amp = WaveAmp * 1.25 ;
+ wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
angle += 30;
- wave2.freq = WaveFreq * 3.5;
- wave2.amp = WaveAmp * 0.75;
- wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave2.freq = WaveFreq * 3.5 ;
+ wave2.amp = WaveAmp * 0.75 ;
+ wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
- angle -= 50;
+ angle -= 50 ;
wave3.freq = WaveFreq * 3.0 ;
- wave3.amp = WaveAmp * 0.75;
- wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave3.amp = WaveAmp * 0.75 ;
+ wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
// sum waves
- ddx = 0.0, ddy = 0.0;
- sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
+ ddx = 0.0, ddy = 0.0 ;
+ sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy) ;
- ddx1 = 0.0, ddy1 = 0.0;
- sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
+ ddx1 = 0.0, ddy1 = 0.0 ;
+ sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1) ;
//reset the waves
- angle = 0.0;
- waveamp = WaveAmp * 0.75;
+ angle = 0.0 ;
+ waveamp = WaveAmp * 0.75 ;
wave0.freq = WaveFreq ;
- wave0.amp = waveamp;
- wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave0.amp = waveamp ;
+ wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
- angle -= 20;
+ angle -= 20 ;
wave1.freq = WaveFreq * 2.0 ;
- wave1.amp = waveamp * 1.25;
- wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ wave1.amp = waveamp * 1.25 ;
+ wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
- angle += 35;
- wave2.freq = WaveFreq * 3.5;
- wave2.amp = waveamp * 0.75;
- wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ angle += 35 ;
+ wave2.freq = WaveFreq * 3.5 ;
+ wave2.amp = waveamp * 0.75 ;
+ wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
- angle -= 45;
+ angle -= 45 ;
wave3.freq = WaveFreq * 3.0 ;
- wave3.amp = waveamp * 0.75;
- wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
+ 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);
+ 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);
+ 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);
+ ddxVec = vec4(ddx, ddx1, ddx2, ddx3) ;
+ ddyVec = vec4(ddy, ddy1, ddy2, ddy3) ;
//toggle detailFlag
- detailFlag = 1;
- //} // end sine stuff
+ //detailFlag = 1 ;
+// } // end sine stuff
- float ddxSum = dot(ddxVec, AllOnes);
- float ddySum = dot(ddyVec, AllOnes);
+ float ddxSum = dot(ddxVec, AllOnes) ;
+ float ddySum = dot(ddyVec, AllOnes) ;
if (Status == 1){
- cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
+ 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){
@@ -260,27 +267,27 @@ void main(void)
}
// vec4 viewt = normalize(waterTex4);
- vec4 viewt = vec4(-E, 0.0) * 0.6;
+ vec4 viewt = vec4(-E, 0.0) * 0.6 ;
- vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
+ 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;
+ 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 += 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;
+ nmap *= windEffect_low ;
+ nmap1 *= windEffect_low ;
// mix water and noise, modulated by factor
- vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
- vNorm.r += ddxSum;
+ vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness) ;
+ vNorm.r += ddxSum ;
- if (normalmap_dds > 0)
- vNorm = -vNorm; //dds fix
+ if (normalmap_dds > 0)//dds fix
+ vNorm = -vNorm ;
//load reflection
//vec4 tmp = vec4(lightdir, 0.0);
@@ -319,27 +326,25 @@ void main(void)
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)
- //{
+// 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);
- Normal = normalize(Normal.x * VTangent + Normal.y * VBinormal + Normal.z * normal);
- if (normalmap_dds > 0)
- Normal = -Normal; //dds fix
- //}
+ 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);
+ 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;
@@ -349,29 +354,21 @@ void main(void)
refl *= fres;
//calculate final colour
- //vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor = refl;
-// if(cover >= 1.5){
-// // specular = 0.0;
-// // } else {
-// finalColor.rgb = finalColor.rgb + specular_color;
-// }
- //add foam
+//add foam
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
+
// if (range > -10000.0){
float foamSlope = 0.1 + 0.1 * windScale;
- //float waveSlope = mix(N0.g, N1.g, 0.25);
- float waveSlope = Normal.g;
-
+ float waveSlope = vNormal.g;
if (windEffect >= 8.0)
-
if (waveSlope >= foamSlope){
finalColor = mix( finalColor,
max(finalColor, finalColor + foam_texel),
- smoothstep(0.01, 0.50, Normal.g)
+ smoothstep(0.01, 0.50, vNormal.g)
);
}
@@ -381,8 +378,6 @@ void main(void)
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
vec3( 0.3, 0.59, 0.11 )
);
-// float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + specular_color,
-// vec3( 0.3, 0.59, 0.11 )
-// );
- encode_gbuffer(Normal, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
+ float specular = smoothstep(0.0, 3.5, cover);
+ encode_gbuffer(Normal, finalColor.rgb, 1, specular, water_shininess, emission, gl_FragCoord.z);
}