fix water specular with Rembrandt
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
parent
2b87e630bf
commit
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5 changed files with 273 additions and 240 deletions
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@ -138,9 +138,6 @@
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</sea_b>
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</sea_b>
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<!-- END fog include -->
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<!-- END fog include -->
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<rembrandt>
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<use>/sim/rendering/rembrandt/enabled</use>
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</rembrandt>
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</parameters>
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</parameters>
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<generate>
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<generate>
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@ -676,7 +673,7 @@
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</texture-unit>
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</texture-unit>
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<program>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<vertex-shader>Shaders/water-gbuffer.vert</vertex-shader>
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<fragment-shader>Shaders/water_sine-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/water_sine-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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@ -1064,7 +1061,7 @@
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</texture-unit>
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</texture-unit>
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<program>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<vertex-shader>Shaders/water-gbuffer.vert</vertex-shader>
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<fragment-shader>Shaders/water-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/water-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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@ -25,8 +25,8 @@ uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec3 viewerdir;
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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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varying vec3 normal;
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varying vec3 Vnormal;
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varying vec3 VTangent;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VBinormal;
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@ -56,13 +56,8 @@ void main(void)
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// compute direction to viewer
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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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vec3 E = normalize(viewerdir);
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// compute direction to light source
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//vec3 L = normalize(lightdir);
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// half vector
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//vec3 H = normalize(L + E);
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vec3 Normal = normalize(normal);
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vec3 Normal = normalize(normal);
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vec3 vNormal = normalize(Vnormal);
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const float water_shininess = 240.0;
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const float water_shininess = 240.0;
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@ -166,11 +161,14 @@ void main(void)
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N0 *= windEffect_low;
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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N1 *= windEffect_low;
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vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
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vec3 N2 = normalize(mix(N0, N1, mixFactor) * waveRoughness);
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * normal);
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Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
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if (normalmap_dds > 0)
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vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
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N = -N; //dds fix
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if (normalmap_dds > 0){
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Normal = -Normal; //dds fix
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vNormal = -vNormal;
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}
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// specular
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// specular
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//vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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//vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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// * pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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// * pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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@ -188,27 +186,18 @@ void main(void)
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//vec4 ambient_light = gl_LightSource[0].diffuse;
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//vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor = refl;
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vec4 finalColor = refl;
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// if(cover < 1.5){
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float foamSlope = 0.10 + 0.1 * windScale;
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// specular = 0.0;
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
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// }
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float waveSlope = vNormal.g;
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float foamSlope = 0.10 + 0.1 * windScale;
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
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float waveSlope = N.g;
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if (windEffect >= 8.0)
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if (windEffect >= 8.0)
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if (waveSlope >= foamSlope){
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if (waveSlope >= foamSlope){
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, vNormal.g));
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}
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}
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//finalColor *= ambient_light;
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//gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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//gl_FragColor = finalColor;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 ) );
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vec3( 0.3, 0.59, 0.11 )
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encode_gbuffer(N, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
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);
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float specular = smoothstep(0.0, 3.5, cover);
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encode_gbuffer(Normal, finalColor.rgb, 1, specular, 128, emission, gl_FragCoord.z);
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}
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}
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67
Shaders/water-gbuffer.vert
Normal file
67
Shaders/water-gbuffer.vert
Normal file
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@ -0,0 +1,67 @@
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// This shader is mostly an adaptation of the shader found at
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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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#version 120
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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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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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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uniform int rembrandt_enabled;
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attribute vec3 tangent;
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attribute vec3 binormal;
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/////// functions /////////
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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mat4 RotationMatrix;
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normal = gl_NormalMatrix * gl_Normal;
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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float Angle;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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}else{
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Angle = atan(-WindN, WindE) - atan(1.0);
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}
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rotationmatrix(Angle, RotationMatrix);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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rotationmatrix(Angle, RotationMatrix);
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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// fog_Func(fogType);
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gl_Position = ftransform();
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}
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@ -14,60 +14,45 @@ varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float osg_SimulationTime;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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uniform float WindE, WindN;
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uniform int rembrandt_enabled;
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attribute vec3 tangent;
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attribute vec3 binormal;
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/////// functions /////////
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/////// functions /////////
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void rotationmatrix(in float angle, out mat4 rotmat)
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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0.0 , 0.0 , 0.0, 1.0 );
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}
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}
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void main(void)
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void main(void)
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{
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{
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mat4 RotationMatrix;
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mat4 RotationMatrix;
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if (rembrandt_enabled > 0){
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normal = normalize(gl_Normal);
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normal = gl_NormalMatrix * gl_Normal;
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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} else {
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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normal = normalize(gl_Normal);
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}
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VTangent = normalize(gl_NormalMatrix * tangent);
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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float Angle;
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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float Angle;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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}else{
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Angle = atan(-WindN, WindE) - atan(1.0);
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}
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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rotationmatrix(Angle, RotationMatrix);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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if (WindN == 0.0 && WindE == 0.0) {
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rotationmatrix(Angle, RotationMatrix);
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Angle = 0.0;
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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}else{
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Angle = atan(-WindN, WindE) - atan(1.0);
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}
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rotationmatrix(Angle, RotationMatrix);
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// fog_Func(fogType);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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gl_Position = ftransform();
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}
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rotationmatrix(Angle, RotationMatrix);
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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// fog_Func(fogType);
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gl_Position = ftransform();
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}
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#version 120
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#version 120
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uniform sampler2D water_normalmap;
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uniform sampler2D water_normalmap ;
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uniform sampler2D water_reflection;
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uniform sampler2D water_reflection ;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_dudvmap ;
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uniform sampler2D water_reflection_grey;
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uniform sampler2D water_reflection_grey ;
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uniform sampler2D sea_foam;
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uniform sampler2D sea_foam ;
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uniform sampler2D perlin_normalmap;
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uniform sampler2D perlin_normalmap ;
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uniform sampler3D Noise;
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uniform sampler3D Noise ;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform float osg_SimulationTime;
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uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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uniform float saturation ;
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varying vec4 waterTex2; //moving texcoords
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uniform float Overcast ;
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uniform float WindE ;
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uniform float WindN ;
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uniform float CloudCover0 ;
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uniform float CloudCover1 ;
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uniform float CloudCover2 ;
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uniform float CloudCover3 ;
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uniform float CloudCover4 ;
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uniform float osg_SimulationTime ;
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uniform float WaveFreq ;
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uniform float WaveAmp ;
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uniform float WaveSharp ;
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uniform float WaveAngle ;
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uniform float WaveFactor ;
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uniform float WaveDAngle ;
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uniform float normalmap_dds ;
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uniform int Status ;
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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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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float WaveFreq ;
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varying vec4 waterTex1 ; //moving texcoords
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uniform float WaveAmp ;
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varying vec4 waterTex2 ; //moving texcoords
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uniform float WaveSharp ;
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uniform float WaveAngle ;
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varying vec3 viewerdir ;
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uniform float WaveFactor ;
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varying vec3 lightdir ;
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uniform float WaveDAngle ;
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varying vec3 normal ;
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uniform float normalmap_dds;
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varying vec3 Vnormal ;
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varying vec3 VTangent ;
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varying vec3 VBinormal ;
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const vec4 AllOnes = vec4(1.0);
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const vec4 AllOnes = vec4(1.0);
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/////// functions /////////
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/////// functions /////////
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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void rotationmatrix(in float angle, out mat4 rotmat)
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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// wave functions ///////////////////////
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// wave functions ///////////////////////
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struct Wave {
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struct Wave {
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float freq; // 2*PI / wavelength
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float freq ; // 2*PI / wavelength
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float amp; // amplitude
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float amp ; // amplitude
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float phase; // speed * 2*PI / wavelength
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float phase ; // speed * 2*PI / wavelength
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vec2 dir;
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vec2 dir ;
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};
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};
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25)) ;
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25)) ;
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Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
|
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 wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1)) ;
|
||||||
|
|
||||||
float evaluateWave(in Wave w, vec2 pos, float t)
|
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
|
// derivative of wave function
|
||||||
float evaluateWaveDeriv(Wave w, vec2 pos, float t)
|
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
|
// sharp wave functions
|
||||||
float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
|
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)
|
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)
|
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
|
||||||
{
|
{
|
||||||
mat4 RotationMatrix;
|
mat4 RotationMatrix ;
|
||||||
float deriv;
|
float deriv ;
|
||||||
vec4 P = waterTex1 * 1024.0;
|
vec4 P = waterTex1 * 1024.0 ;
|
||||||
|
|
||||||
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
|
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix) ;
|
||||||
P *= RotationMatrix;
|
P *= RotationMatrix ;
|
||||||
|
|
||||||
P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
|
P.y += evaluateWave(wave0, P.xz, osg_SimulationTime) ;
|
||||||
deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
|
deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime ) ;
|
||||||
ddx = deriv * wave0.dir.x;
|
ddx = deriv * wave0.dir.x ;
|
||||||
ddy = deriv * wave0.dir.y;
|
ddy = deriv * wave0.dir.y ;
|
||||||
|
|
||||||
P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
|
P.y += evaluateWave(wave1, P.xz, osg_SimulationTime) ;
|
||||||
deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
|
deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime) ;
|
||||||
ddx += deriv * wave1.dir.x;
|
ddx += deriv * wave1.dir.x ;
|
||||||
ddy += deriv * wave1.dir.y;
|
ddy += deriv * wave1.dir.y ;
|
||||||
|
|
||||||
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp) ;
|
||||||
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp) ;
|
||||||
ddx += deriv * wave2.dir.x;
|
ddx += deriv * wave2.dir.x ;
|
||||||
ddy += deriv * wave2.dir.y;
|
ddy += deriv * wave2.dir.y ;
|
||||||
|
|
||||||
P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp) ;
|
||||||
deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp) ;
|
||||||
ddx += deriv * wave3.dir.x;
|
ddx += deriv * wave3.dir.x ;
|
||||||
ddy += deriv * wave3.dir.y;
|
ddy += deriv * wave3.dir.y ;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
|
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 sca2 = vec4(0.02, 0.02, 0.02, 0.02) ;
|
||||||
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
|
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25) ;
|
||||||
|
|
||||||
mat4 RotationMatrix;
|
mat4 RotationMatrix ;
|
||||||
|
|
||||||
// compute direction to viewer
|
// compute direction to viewer
|
||||||
vec3 E = normalize(viewerdir);
|
vec3 E = normalize(viewerdir) ;
|
||||||
|
|
||||||
// compute direction to light source
|
// compute direction to light source
|
||||||
//vec3 L = normalize(lightdir);
|
//vec3 L = normalize(lightdir);
|
||||||
|
|
||||||
// half vector
|
// half vector
|
||||||
//vec3 H = normalize(L + E);
|
//vec3 H = normalize(L + E);
|
||||||
|
|
||||||
vec3 Normal = normalize(normal);
|
vec3 Normal = normalize(normal) ;
|
||||||
|
vec3 vNormal = normalize(Vnormal) ;
|
||||||
|
const float water_shininess = 128.0 ;
|
||||||
|
|
||||||
|
// float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
|
||||||
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
|
// approximate cloud cover
|
||||||
float cover = 0.0;
|
float cover = 0.0 ;
|
||||||
//bool Status = true;
|
//bool Status = true;
|
||||||
|
|
||||||
float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
|
float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6 ; //wind speed in kt
|
||||||
float windScale = 15.0/(3.0 + windEffect); //wave scale
|
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 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 waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect) ; //wave roughness filter
|
||||||
|
|
||||||
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
|
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
|
||||||
//mixFactor = 0.2;
|
|
||||||
mixFactor = clamp(mixFactor, 0.3, 0.8);
|
mixFactor = clamp(mixFactor, 0.3, 0.8);
|
||||||
|
|
||||||
// sine waves
|
// sine waves
|
||||||
|
@ -164,92 +171,92 @@ void main(void)
|
||||||
//float WaveAmp = 1000.0;
|
//float WaveAmp = 1000.0;
|
||||||
//float WaveSharp = 10.0;
|
//float WaveSharp = 10.0;
|
||||||
|
|
||||||
vec4 ddxVec = vec4(0.0);
|
vec4 ddxVec = vec4(0.0) ;
|
||||||
vec4 ddyVec = vec4(0.0);
|
vec4 ddyVec = vec4(0.0) ;
|
||||||
int detailFlag = 0;
|
int detailFlag = 0 ;
|
||||||
|
|
||||||
//uncomment to test
|
//uncomment to test
|
||||||
//range = -20000;
|
//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 ddx = 0.0, ddy = 0.0 ;
|
||||||
float ddx1 = 0.0, ddy1 = 0.0;
|
float ddx1 = 0.0, ddy1 = 0.0 ;
|
||||||
float ddx2 = 0.0, ddy2 = 0.0;
|
float ddx2 = 0.0, ddy2 = 0.0 ;
|
||||||
float ddx3 = 0.0, ddy3 = 0.0;
|
float ddx3 = 0.0, ddy3 = 0.0 ;
|
||||||
float waveamp;
|
float waveamp ;
|
||||||
|
|
||||||
float angle = 0.0;
|
float angle = 0.0 ;
|
||||||
|
|
||||||
wave0.freq = WaveFreq ;
|
wave0.freq = WaveFreq ;
|
||||||
wave0.amp = WaveAmp;
|
wave0.amp = WaveAmp ;
|
||||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle -= 45;
|
angle -= 45 ;
|
||||||
wave1.freq = WaveFreq * 2.0 ;
|
wave1.freq = WaveFreq * 2.0 ;
|
||||||
wave1.amp = WaveAmp * 1.25;
|
wave1.amp = WaveAmp * 1.25 ;
|
||||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle += 30;
|
angle += 30;
|
||||||
wave2.freq = WaveFreq * 3.5;
|
wave2.freq = WaveFreq * 3.5 ;
|
||||||
wave2.amp = WaveAmp * 0.75;
|
wave2.amp = WaveAmp * 0.75 ;
|
||||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle -= 50;
|
angle -= 50 ;
|
||||||
wave3.freq = WaveFreq * 3.0 ;
|
wave3.freq = WaveFreq * 3.0 ;
|
||||||
wave3.amp = WaveAmp * 0.75;
|
wave3.amp = WaveAmp * 0.75 ;
|
||||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
// sum waves
|
// sum waves
|
||||||
|
|
||||||
ddx = 0.0, ddy = 0.0;
|
ddx = 0.0, ddy = 0.0 ;
|
||||||
sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
|
sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy) ;
|
||||||
|
|
||||||
ddx1 = 0.0, ddy1 = 0.0;
|
ddx1 = 0.0, ddy1 = 0.0 ;
|
||||||
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
|
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1) ;
|
||||||
|
|
||||||
//reset the waves
|
//reset the waves
|
||||||
angle = 0.0;
|
angle = 0.0 ;
|
||||||
waveamp = WaveAmp * 0.75;
|
waveamp = WaveAmp * 0.75 ;
|
||||||
|
|
||||||
wave0.freq = WaveFreq ;
|
wave0.freq = WaveFreq ;
|
||||||
wave0.amp = waveamp;
|
wave0.amp = waveamp ;
|
||||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle -= 20;
|
angle -= 20 ;
|
||||||
wave1.freq = WaveFreq * 2.0 ;
|
wave1.freq = WaveFreq * 2.0 ;
|
||||||
wave1.amp = waveamp * 1.25;
|
wave1.amp = waveamp * 1.25 ;
|
||||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle += 35;
|
angle += 35 ;
|
||||||
wave2.freq = WaveFreq * 3.5;
|
wave2.freq = WaveFreq * 3.5 ;
|
||||||
wave2.amp = waveamp * 0.75;
|
wave2.amp = waveamp * 0.75 ;
|
||||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
angle -= 45;
|
angle -= 45 ;
|
||||||
wave3.freq = WaveFreq * 3.0 ;
|
wave3.freq = WaveFreq * 3.0 ;
|
||||||
wave3.amp = waveamp * 0.75;
|
wave3.amp = waveamp * 0.75 ;
|
||||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||||
|
|
||||||
// sum waves
|
// sum waves
|
||||||
ddx2 = 0.0, ddy2 = 0.0;
|
ddx2 = 0.0, ddy2 = 0.0 ;
|
||||||
sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
|
sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2) ;
|
||||||
|
|
||||||
ddx3 = 0.0, ddy3 = 0.0;
|
ddx3 = 0.0, ddy3 = 0.0 ;
|
||||||
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
|
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3) ;
|
||||||
|
|
||||||
ddxVec = vec4(ddx, ddx1, ddx2, ddx3);
|
ddxVec = vec4(ddx, ddx1, ddx2, ddx3) ;
|
||||||
ddyVec = vec4(ddy, ddy1, ddy2, ddy3);
|
ddyVec = vec4(ddy, ddy1, ddy2, ddy3) ;
|
||||||
|
|
||||||
//toggle detailFlag
|
//toggle detailFlag
|
||||||
detailFlag = 1;
|
//detailFlag = 1 ;
|
||||||
//} // end sine stuff
|
// } // end sine stuff
|
||||||
|
|
||||||
float ddxSum = dot(ddxVec, AllOnes);
|
float ddxSum = dot(ddxVec, AllOnes) ;
|
||||||
float ddySum = dot(ddyVec, AllOnes);
|
float ddySum = dot(ddyVec, AllOnes) ;
|
||||||
|
|
||||||
if (Status == 1){
|
if (Status == 1){
|
||||||
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
|
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4) ;
|
||||||
} else {
|
} else {
|
||||||
// hack to allow for Overcast not to be set by Local Weather
|
// hack to allow for Overcast not to be set by Local Weather
|
||||||
if (Overcast == 0){
|
if (Overcast == 0){
|
||||||
|
@ -260,27 +267,27 @@ void main(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// vec4 viewt = normalize(waterTex4);
|
// 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
|
//normalmaps
|
||||||
vec4 nmap = texture2D(water_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;
|
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0 ;
|
||||||
|
|
||||||
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
|
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
|
||||||
nmap += texture2D(water_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;
|
nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0 ;
|
||||||
|
|
||||||
nmap *= windEffect_low;
|
nmap *= windEffect_low ;
|
||||||
nmap1 *= windEffect_low;
|
nmap1 *= windEffect_low ;
|
||||||
|
|
||||||
// mix water and noise, modulated by factor
|
// mix water and noise, modulated by factor
|
||||||
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
|
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness) ;
|
||||||
vNorm.r += ddxSum;
|
vNorm.r += ddxSum ;
|
||||||
|
|
||||||
if (normalmap_dds > 0)
|
if (normalmap_dds > 0)//dds fix
|
||||||
vNorm = -vNorm; //dds fix
|
vNorm = -vNorm ;
|
||||||
|
|
||||||
//load reflection
|
//load reflection
|
||||||
//vec4 tmp = vec4(lightdir, 0.0);
|
//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);
|
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);
|
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
|
||||||
|
|
||||||
//if(detailFlag > 0)
|
// if(detailFlag > 0)
|
||||||
//{
|
// {
|
||||||
N0 *= windEffect_low;
|
N0 *= windEffect_low;
|
||||||
N1 *= windEffect_low;
|
N1 *= windEffect_low;
|
||||||
//N0.r += (ddx + ddx1 + ddx2 + ddx3);
|
|
||||||
//N0.g += (ddy + ddy1 + ddy2 + ddy3);
|
|
||||||
|
|
||||||
N0.r += ddxSum;
|
N0.r += ddxSum;
|
||||||
N0.g += ddySum;
|
N0.g += ddySum;
|
||||||
|
vec3 N2 = normalize(mix(N0, N1, mixFactor) * waveRoughness);
|
||||||
Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
|
Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
|
||||||
Normal = normalize(Normal.x * VTangent + Normal.y * VBinormal + Normal.z * normal);
|
vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
|
||||||
if (normalmap_dds > 0)
|
if (normalmap_dds > 0){ //dds fix
|
||||||
Normal = -Normal; //dds fix
|
Normal = -Normal;
|
||||||
//}
|
vNormal = -vNormal;
|
||||||
|
}
|
||||||
|
// }
|
||||||
|
|
||||||
|
|
||||||
// specular
|
// specular
|
||||||
// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
|
// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
|
||||||
// vec4 specular = vec4(specular_color, 0.5);
|
// vec4 specular = vec4(specular_color, 0.5);
|
||||||
//
|
|
||||||
//specular_color *= saturation * 0.3 ;
|
//specular_color *= saturation * 0.3 ;
|
||||||
//float specular = saturation * 0.3;
|
//float specular = saturation * 0.3;
|
||||||
|
|
||||||
|
@ -349,29 +354,21 @@ void main(void)
|
||||||
refl *= fres;
|
refl *= fres;
|
||||||
|
|
||||||
//calculate final colour
|
//calculate final colour
|
||||||
//vec4 ambient_light = gl_LightSource[0].diffuse;
|
|
||||||
vec4 finalColor = refl;
|
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);
|
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
|
||||||
|
|
||||||
// if (range > -10000.0){
|
// if (range > -10000.0){
|
||||||
|
|
||||||
float foamSlope = 0.1 + 0.1 * windScale;
|
float foamSlope = 0.1 + 0.1 * windScale;
|
||||||
//float waveSlope = mix(N0.g, N1.g, 0.25);
|
float waveSlope = vNormal.g;
|
||||||
float waveSlope = Normal.g;
|
|
||||||
|
|
||||||
if (windEffect >= 8.0)
|
if (windEffect >= 8.0)
|
||||||
|
|
||||||
if (waveSlope >= foamSlope){
|
if (waveSlope >= foamSlope){
|
||||||
finalColor = mix( finalColor,
|
finalColor = mix( finalColor,
|
||||||
max(finalColor, finalColor + foam_texel),
|
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,
|
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
|
||||||
vec3( 0.3, 0.59, 0.11 )
|
vec3( 0.3, 0.59, 0.11 )
|
||||||
);
|
);
|
||||||
// float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + specular_color,
|
float specular = smoothstep(0.0, 3.5, cover);
|
||||||
// vec3( 0.3, 0.59, 0.11 )
|
encode_gbuffer(Normal, finalColor.rgb, 1, specular, water_shininess, emission, gl_FragCoord.z);
|
||||||
// );
|
|
||||||
encode_gbuffer(Normal, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue